高光贴图+法线贴图

 

Re: 高光贴图+法线贴图

最近整理好了.fx文件,公布一下
float       SpecalurPow = 8;
float4      posLight : POSITION = { 100, 1000, -1000, 1.0 }; // light(world space)
float4      colorLight = {1.0, 1.0, 1.0, 1.0 };    // light's color
float4      colorAmbient = {0.2, 0.2, 0.2, 0.2 };  // ambient light color
float3      posCamera : CAMERAPOSITION;            // camera position
float4x4    matWorld : WORLDMATRIXARRAY;
float4x4    matInvWorld;// : MATRIX;
float4x4 matViewProj : WORLDVIEWPROJECTION;

 

texture tex_basetex;
texture tex_normalmap;
texture tex_specularmap;

///
struct VS_INPUT_SN
{
    float3  Pos             : POSITION;
    float3  Normal          : NORMAL;
    float2  Tex0            : TEXCOORD0;
    float3  Tangent : TANGENT;
    float3  BiNormal : BINORMAL;
};


struct VS_OUTPUT_SN
{
    float4  Pos             : POSITION;
    float2  Tex0            : TEXCOORD0;
    float3  LightDir : TEXCOORD1;
    float3  Eye : TEXCOORD2;
    float3  HalfAngle : TEXCOORD3;
};


sampler BaseMapSampler=sampler_state
{
texture=(tex_basetex);
    MipFilter = LINEAR;
    MinFilter = LINEAR;
    MagFilter = LINEAR;
};

sampler SpecularMapSampler=sampler_state
{
texture=(tex_specularmap);
    MipFilter = LINEAR;
    MinFilter = LINEAR;
    MagFilter = LINEAR;
};

sampler NormalMapSampler=sampler_state
{
texture=(tex_normalmap);
    MipFilter = LINEAR;
    MinFilter = LINEAR;
    MagFilter = LINEAR;
};

///
// specular + normalmap
VS_OUTPUT_SN vshade_sn(VS_INPUT_SN In)
{
    VS_OUTPUT_SN   Out;
    
    float3 Normal = normalize( In.Normal );
    float3 Tangent = normalize( In.Tangent );
    float3 BiNormal = normalize( In.BiNormal );
    
    // TBN 坐标系
    half3x3 objTangentXf;
    objTangentXf[0] = Tangent.xyz;
    objTangentXf[1] = BiNormal.xyz;
    objTangentXf[2] = Normal.xyz;
    
    half4 objSpaceLightPos = mul( posLight, matInvWorld );
    half3 objLightVec = objSpaceLightPos.xyz - In.Pos.xyz;
    
    Out.LightDir.xyz = mul( objTangentXf, objLightVec );
    
    half4 objSpaceEyePos = mul( posCamera, matInvWorld );
    half3 objEyeVec = objSpaceEyePos.xyz - In.Pos.xyz;
    Out.Eye = mul(objTangentXf, objEyeVec);
    Out.HalfAngle = normalize(Out.Eye)+normalize(Out.LightDir.xyz);
    Out.Tex0 = In.Tex0.xy;
    
    Out.Pos = mul( float4(In.Pos, 1.0f), matViewProj );

    return Out;
}


float4 pshade_sn(VS_OUTPUT_SN In):COLOR
{
    float4 baseTexture   = tex2D(BaseMapSampler, In.Tex0);
    float4 specTexture   = tex2D(SpecularMapSampler, In.Tex0);
    float4 bumpTexture   = tex2D(NormalMapSampler, In.Tex0);
    float3 bump = 2*bumpTexture.xyz - 1;
    
    float3 L = normalize( In.LightDir.xyz ); // light dir
    float3 N = normalize( bump );
    float3 E = normalize( In.Eye.xyz ); // eye
    float3 H = normalize( In.HalfAngle.xyz ); // halfangle vector
    
    float NdotL = saturate( dot(N, L) );
    float NdotH = saturate( dot(N, H) );
    float NdotE = saturate( dot(N, E) );
    float EdotH = saturate( dot(E, H) );
    
    float3 Lighting = lit( NdotL, NdotH, SpecalurPow );
    float3 specular = Lighting.z*specTexture;
    
    float4 Out;
    Out.xyz = saturate( colorAmbient.xyz + Lighting.y*colorLight )*baseTexture;
    Out.xyz += specular;
    Out.a = baseTexture.a;
    return Out;
}

 

technique model_specular_normalmap
{
    pass p0
    {
        vertexshader = compile vs_2_0 vshade_sn();
        pixelshader = compile ps_2_0 pshade_sn();
    }
}
加入了shadowmap

 

//float4      mtrlSpecalur = {1.0, 1.0, 1.0, 1.0 };
int bSpecularNormal = 1; // 是否使用高光贴图+法线贴图
float       SpecalurPow = 8;
float4      posLight : POSITION = { 0.577, 0.577, -0.577, 1.0 }; // light(world space)
float4      colorLight = {1.0, 1.0, 1.0, 1.0 };    // light's color
float4      colorAmbient = {0.2, 0.2, 0.2, 0.2 };  // ambient light color
float3      posCamera : CAMERAPOSITION;            // camera position
//float3      posLookAt : POSITION;
//float4x4    matWorld : WORLDMATRIXARRAY;
float4x4 matWorldView;
float4x4    matInvWorld;// : MATRIX;
//float4x4    matView : WORLDVIEW;
float4x4 matWorldViewProj : WORLDVIEWPROJECTION;

// shadow map
#define SHADOW_EPSILON 0.0005f
#define SHADOW_SMAP_SIZE 512
float4x4 matViewToLightProj;
float4x4 matLightViewProj;

texture tex_basetex< string name = "rockwall.dds"; >;
texture tex_normalmap< string name = "aaa.nmf"; >;
texture tex_specularmap< string name = "aaa.smf"; >;
texture tex_shadowmap;

///
struct VS_INPUT_SN
{
    float3  Pos             : POSITION;
    float3  Normal          : NORMAL;
    float2  Tex0            : TEXCOORD0;
    float3  Tangent : TANGENT;
    float3  BiNormal : BINORMAL;
};


struct VS_OUTPUT_SN
{
    float4  Pos             : POSITION;
    float2  Tex0            : TEXCOORD0;
    float3  LightDir : TEXCOORD1;
    float3  Eye : TEXCOORD2;
    float3  HalfAngle : TEXCOORD3;
    // shadow map
    float4  PosLight : TEXCOORD4;
};


sampler BaseMapSampler=sampler_state
{
texture=<tex_basetex>;
    MipFilter = LINEAR;
    MinFilter = LINEAR;
    MagFilter = LINEAR;
};

sampler SpecularMapSampler=sampler_state
{
texture=<tex_specularmap>;
    MipFilter = LINEAR;
    MinFilter = LINEAR;
    MagFilter = LINEAR;
};

sampler NormalMapSampler=sampler_state
{
texture=<tex_normalmap>;
    MipFilter = LINEAR;
    MinFilter = LINEAR;
    MagFilter = LINEAR;
};

sampler ShadowMapSampler=sampler_state
{
texture=<tex_shadowmap>;
    MinFilter = Point;
    MagFilter = Point;
    MipFilter = Point;
    AddressU = Clamp;
    AddressV = Clamp;
};

///
// specular + normalmap
VS_OUTPUT_SN vshade_sn(VS_INPUT_SN In)
{
    VS_OUTPUT_SN   Out;
    
    if( bSpecularNormal ) // 是否使用高光贴图+法线贴图
    {
float3 Normal = normalize( In.Normal );
float3 Tangent = normalize( In.Tangent );
float3 BiNormal = normalize( In.BiNormal );
    
// TBN 坐标系
half3x3 objTangentXf;
objTangentXf[0] = Tangent.xyz;
objTangentXf[1] = BiNormal.xyz;
objTangentXf[2] = Normal.xyz;
    
half4 objSpaceLightPos = mul( posLight, matInvWorld );
half3 objLightVec = objSpaceLightPos.xyz - In.Pos.xyz;
    
Out.LightDir.xyz = mul( objTangentXf, objLightVec );
    
half4 objSpaceEyePos = mul( posCamera, matInvWorld );
half3 objEyeVec = objSpaceEyePos.xyz - In.Pos.xyz;
Out.Eye = mul(objTangentXf, objEyeVec);
Out.HalfAngle = normalize(Out.Eye)+normalize(Out.LightDir.xyz);
}
else
{
Out.LightDir = normalize( In.Normal );
//Out.LightDir = normalize( mul( float4(In.Normal,1.0f), matWorld ) ); // 记录normal
Out.Eye = 0.0f;
Out.HalfAngle = 0.0f;
}

// shadow map
Out.PosLight = mul( float4(In.Pos, 1.0f), matWorldView );
Out.PosLight = mul( Out.PosLight, matViewToLightProj );

Out.Tex0 = In.Tex0.xy;    
    Out.Pos = mul( float4(In.Pos, 1.0f), matWorldViewProj );

    return Out;
}


float4 pshade_sn(VS_OUTPUT_SN In):COLOR
{
    float4 baseTexture   = tex2D(BaseMapSampler, In.Tex0);
    
    // shadow map
//transform from RT space to texture space.
float2 ShadowTexC    = 0.5 * In.PosLight.xy / In.PosLight.w + float2( 0.5, 0.5 );
ShadowTexC.y = 1.0f - ShadowTexC.y;
float depth = In.PosLight.z / In.PosLight.w;
// shadow虚化
float diffuse = (tex2D(ShadowMapSampler, ShadowTexC) + SHADOW_EPSILON < depth )? 1.0f:saturate(0.05f*depth);
    
float4 Out;
    
    if( bSpecularNormal ) // 是否使用高光贴图+法线贴图
    {
float4 specTexture   = tex2D(SpecularMapSampler, In.Tex0);
float4 bumpTexture   = tex2D(NormalMapSampler, In.Tex0);
float3 bump = 2*bumpTexture.xyz - 1;
    
float3 L = normalize( In.LightDir.xyz ); // light dir
float3 N = normalize( bump );
float3 E = normalize( In.Eye.xyz ); // eye
float3 H = normalize( In.HalfAngle.xyz ); // halfangle vector
    
float NdotL = saturate( dot(N, L) );
float NdotH = saturate( dot(N, H) );
float NdotE = saturate( dot(N, E) );
float EdotH = saturate( dot(E, H) );
    
float3 Lighting = lit( NdotL, NdotH, SpecalurPow );
float3 specular = Lighting.z*specTexture;
    
Out.xyz = saturate( colorAmbient.xyz + Lighting.y*colorLight )*baseTexture.xyz;
Out.xyz += specular;
Out.a = baseTexture.a;
}
else
{
float3 L = normalize( posLight.xyz ); // light dir
float3 N = normalize( In.LightDir );
float NdotL = saturate( dot(N, L) );
                                  
Out.xyz = saturate(colorAmbient.xyz + (1-colorAmbient)*NdotL*colorLight*diffuse)*baseTexture.xyz;
Out.a = baseTexture.a;
}
    return Out;
}

 

///
// shadow map
void VertShadow( float4 Pos : POSITION,
                 float3 Normal : NORMAL,
                 out float4 oPos : POSITION,
                 out float2 Depth : TEXCOORD0 )
{
    // Compute the projected coordinates
    oPos = mul( Pos, matLightViewProj );

    // Store z and w in our spare texcoord
    Depth.xy = oPos.zw;
}

void PixShadow( float2 Depth : TEXCOORD0,
                out float4 Color : COLOR )
{
    // Depth is z / w
    Color = Depth.x / Depth.y;
}


///
// specular + normalmap
technique model_specular_normalmap
{
    pass p0
    {
        vertexshader = compile vs_2_0 vshade_sn();
        pixelshader = compile ps_2_0 pshade_sn();
    }
}


///
// shadow map
technique model_shadowmap
{
pass p0
{
        vertexshader = compile vs_1_1 VertShadow();
        pixelshader = compile ps_2_0 PixShadow();
}
}

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