69 lines
2.4 KiB
Plaintext
69 lines
2.4 KiB
Plaintext
#ifdef FXCOMPOSER_VERSION // in fxcompser editor
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#include "include/common.cgh"
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#else
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#include "common.cgh"
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#endif
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/********* pixel shader ********/
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float4 mainPSStuds(VertexOutput IN, uniform float3 Contrast,
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uniform float Ks, uniform float SpecExpon,
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uniform float3 Lamp0Color, uniform float3 Lamp1Color, uniform float3 AmbiColor,
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uniform float3 NoiseScale,
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uniform sampler2D StudsSamp, uniform sampler3D NoiseSamp,
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uniform sampler2D NormalSamp, uniform sampler2D RustSamp) : COLOR
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{
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float3 oo = IN.ObjectNormal.xyz;
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float4 studShade = tex2D(StudsSamp, IN.ModelUV.xy);
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float zdist = IN.ObjectNormal.w;
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float spread = 0.3;
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float rust_threshold = 0.8;
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float NormalRatio = 0.15;
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float2 NormalUV = IN.ModelUV.zw;
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float3 shiftPos = IN.TexPos3D.xyz;
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float3 ns =NoiseScale;
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float noiseval = tex3D(NoiseSamp,shiftPos.xyz*ns.x).x * 0.5;
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float noiseval2 = tex3D(NoiseSamp,shiftPos.zyx*ns.y).x * 0.3;
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float noiseval3 = tex3D(NoiseSamp,shiftPos.zyx*ns.z).x * 0.2;
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noiseval += noiseval2+noiseval3;
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float3 metalColor = IN.Color.xyz*1.3 + Contrast * (noiseval-0.5);
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float3 rustColor = tex2D(RustSamp, float2(IN.TexPos3D.w,1-noiseval)).xyz;
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float3 tNorm = tex2D(NormalSamp,NormalUV).xyz - float3(0.5,0.5,0.5);
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float tNormSum = 0.65+0.35*(tNorm.x + tNorm.y + tNorm.z);
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float3 aWorldBinormal = cross(IN.WorldNormal, IN.WorldTangent);
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float3 NnBump = normalize(tNorm.x*IN.WorldTangent + tNorm.y*aWorldBinormal + tNorm.z*IN.WorldNormal);
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//Interpolate values between rust and metal
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float interp = (noiseval - rust_threshold + spread)/2/spread+0.5;
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interp = clamp(interp,0,1);
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Ks *= lerp(1,5, interp);
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NnBump = lerp(NnBump, IN.WorldNormal, interp-0.4);
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float3 dColor = lerp(rustColor, metalColor,interp);
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float3 dColor2 = dColor * tNormSum;
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dColor = lerp(dColor, dColor2, interp);
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//SpecExpon=SpecExpon*lerp(1, 2, interp);
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float3 Nn = normalize(lerp(NnBump, IN.WorldNormal, interp));
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float3 diffContrib;
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float3 specContrib;
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//Fade out the shader
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float fade = 1-abs(zdist);
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if(fade < 0)
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fade = 0;
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dColor = lerp(IN.Color.xyz, dColor, fade);
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//Nn = lerp(IN.WorldNormal, Nn, fade);
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ps_shared_lighting(dColor, Nn, IN.WorldView, IN.Light0Vec, IN.Light1Vec,
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Lamp0Color, Lamp1Color, AmbiColor, Ks, SpecExpon, diffContrib, specContrib);
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float3 result = lerp(diffContrib, studShade.xyz, studShade.w) + specContrib;
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return float4(result,1);
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}
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