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- // Copyright (c) 2017-2022 Xiamen Yaji Software Co., Ltd.
- CCEffect %{
- techniques:
- - name: opaque
- passes:
- - vert: terrain-vs
- frag: terrain-fs
- properties: &props
- UVScale: { value: [1, 1, 1, 1] }
- metallic: { value: [0, 0, 0, 0] }
- roughness: { value: [1, 1, 1, 1] }
- weightMap: { value: black }
- detailMap0: { value: grey }
- detailMap1: { value: grey }
- detailMap2: { value: grey }
- detailMap3: { value: grey }
- normalMap0: { value: normal }
- normalMap1: { value: normal }
- normalMap2: { value: normal }
- normalMap3: { value: normal }
- - vert: terrain-vs
- frag: terrain-fs
- phase: forward-add
- propertyIndex: 0
- embeddedMacros: { CC_FORWARD_ADD: true }
- depthStencilState:
- depthFunc: equal
- depthTest: true
- depthWrite: false
- blendState:
- targets:
- - blend: true
- blendSrc: one
- blendDst: one
- blendSrcAlpha: zero
- blendDstAlpha: one
- properties: *props
- - vert: shadow-caster-vs
- frag: shadow-caster-fs
- phase: shadow-add
- propertyIndex: 0
- rasterizerState:
- cullMode: none
- - &reflect-map
- vert: terrain-vs
- frag: reflect-map-fs
- phase: reflect-map
- propertyIndex: 0
- - vert: terrain-vs
- frag: terrain-fs
- phase: deferred-forward
- propertyIndex: 0
- }%
- CCProgram shared-ubos %{
- uniform Constants {
- vec4 UVScale;
- vec4 metallic;
- vec4 roughness;
- };
- }%
- CCProgram macro-remapping %{
- #pragma define-meta USE_NORMALMAP
- #define CC_SURFACES_USE_TANGENT_SPACE USE_NORMALMAP
- }%
- CCProgram surface-vertex %{
- #define CC_SURFACES_VERTEX_MODIFY_WORLD_POS
- vec3 SurfacesVertexModifyWorldPos(in SurfacesStandardVertexIntermediate In)
- {
- vec3 worldPos;
- worldPos.x = cc_matWorld[3][0] + In.position.x;
- worldPos.y = cc_matWorld[3][1] + In.position.y;
- worldPos.z = cc_matWorld[3][2] + In.position.z;
- return worldPos;
- }
- #define CC_SURFACES_VERTEX_MODIFY_CLIP_POS
- vec4 SurfacesVertexModifyClipPos(in SurfacesStandardVertexIntermediate In)
- {
- vec4 pos = vec4(In.worldPos, 1.0);
- pos = cc_matViewProj * pos;
- return pos;
- }
- }%
- CCProgram surface-fragment %{
- #pragma define-meta LAYERS range([0, 4])
- uniform sampler2D weightMap;
- uniform sampler2D detailMap0;
- uniform sampler2D detailMap1;
- uniform sampler2D detailMap2;
- uniform sampler2D detailMap3;
- uniform sampler2D normalMap0;
- uniform sampler2D normalMap1;
- uniform sampler2D normalMap2;
- uniform sampler2D normalMap3;
- #define CC_SURFACES_FRAGMENT_ALPHA_CLIP_ONLY
- void SurfacesFragmentAlphaClipOnly(){}
- #define CC_SURFACES_FRAGMENT_MODIFY_SHARED_DATA
- #include <surfaces/data-structures/standard>
- void SurfacesFragmentModifySharedData(inout SurfacesMaterialData surfaceData)
- {
- vec2 uvw = FSInput_texcoord;
- vec2 uv0, uv1, uv2, uv3;
- #if CC_SURFACES_TRANSFER_LOCAL_POS
- uv0 = FSInput_localPos.xz * UVScale.x;
- uv1 = FSInput_localPos.xz * UVScale.y;
- uv2 = FSInput_localPos.xz * UVScale.z;
- uv3 = FSInput_localPos.xz * UVScale.w;
- #endif
- vec4 w = vec4(0.0);
- #if LAYERS > 1
- w = texture(weightMap, uvw);
- #endif
- vec4 baseColor = vec4(0, 0, 0, 0);
- #if LAYERS == 1
- baseColor = texture(detailMap0, uv0);
- #elif LAYERS == 2
- baseColor += texture(detailMap0, uv0) * w.r;
- baseColor += texture(detailMap1, uv1) * w.g;
- #elif LAYERS == 3
- baseColor += texture(detailMap0, uv0) * w.r;
- baseColor += texture(detailMap1, uv1) * w.g;
- baseColor += texture(detailMap2, uv2) * w.b;
- #elif LAYERS == 4
- baseColor += texture(detailMap0, uv0) * w.r;
- baseColor += texture(detailMap1, uv1) * w.g;
- baseColor += texture(detailMap2, uv2) * w.b;
- baseColor += texture(detailMap3, uv3) * w.a;
- #else
- baseColor = texture(detailMap0, uv0);
- #endif
- surfaceData.baseColor = vec4(SRGBToLinear(baseColor.rgb), 1.0);
- vec3 normal = FSInput_worldNormal;
- vec3 tangent = vec3(1.0, 0.0, 0.0);
- vec3 binormal = vec3(0.0, 0.0, 1.0);
- binormal = cross(tangent, normal);
- tangent = cross(normal, binormal);
- #if USE_NORMALMAP
- vec4 baseNormal = vec4(0, 0, 0, 0);
- #if LAYERS == 1
- baseNormal = texture(normalMap0, uv0);
- #elif LAYERS == 2
- baseNormal += texture(normalMap0, uv0) * w.r;
- baseNormal += texture(normalMap1, uv1) * w.g;
- #elif LAYERS == 3
- baseNormal += texture(normalMap0, uv0) * w.r;
- baseNormal += texture(normalMap1, uv1) * w.g;
- baseNormal += texture(normalMap2, uv2) * w.b;
- #elif LAYERS == 4
- baseNormal += texture(normalMap0, uv0) * w.r;
- baseNormal += texture(normalMap1, uv1) * w.g;
- baseNormal += texture(normalMap2, uv2) * w.b;
- baseNormal += texture(normalMap3, uv3) * w.a;
- #else
- baseNormal = texture(normalMap0, uv0);
- #endif
- vec3 nmmp = baseNormal.xyz - vec3(0.5);
- normal = CalculateNormalFromTangentSpace(nmmp, 1.0, normalize(normal.xyz), normalize(tangent), 1.0);
- #endif
- surfaceData.worldNormal = normalize(normal);
- surfaceData.worldTangent = normalize(tangent);
- surfaceData.worldBinormal = normalize(binormal);
- float roughnessValue = 1.0;
- float metallicValue = 0.0;
- #if USE_PBR
- #if LAYERS == 1
- roughnessValue = roughness.x;
- #elif LAYERS == 2
- roughnessValue += roughness.x * w.r;
- roughnessValue += roughness.y * w.g;
- #elif LAYERS == 3
- roughnessValue += roughness.x * w.r;
- roughnessValue += roughness.y * w.g;
- roughnessValue += roughness.z * w.b;
- #elif LAYERS == 4
- roughnessValue += roughness.x * w.r;
- roughnessValue += roughness.y * w.g;
- roughnessValue += roughness.z * w.b;
- roughnessValue += roughness.w * w.a;
- #endif
- #if LAYERS == 1
- metallicValue = metallic.x;
- #elif LAYERS == 2
- metallicValue += metallic.x * w.r;
- metallicValue += metallic.y * w.g;
- #elif LAYERS == 3
- metallicValue += metallic.x * w.r;
- metallicValue += metallic.y * w.g;
- metallicValue += metallic.z * w.b;
- #elif LAYERS == 4
- metallicValue += metallic.x * w.r;
- metallicValue += metallic.y * w.g;
- metallicValue += metallic.z * w.b;
- metallicValue += metallic.w * w.a;
- #endif
- #endif
- surfaceData.ao = 1.0;
- surfaceData.roughness = roughnessValue;
- surfaceData.metallic = metallicValue;
- surfaceData.specularIntensity = 0.5;
- surfaceData.emissive = vec3(0.0);
- }
- }%
- CCProgram terrain-vs %{
- precision highp float;
- #include <builtin/uniforms/cc-local>
- // 1. surface internal macros, for technique usage or remapping some user (material) macros to surface internal macros
- #include <macro-remapping>
- #include <surfaces/effect-macros/terrain>
- // 2. common include with corresponding shader stage, include before surface functions
- #include <surfaces/includes/common-vs>
- // 3. user surface functions that can use user (effect) parameters (ubo Constants)
- // see surfaces/default-functions/xxx.chunk
- #include <shared-ubos>
- #include <surface-vertex>
- // 4. surface include with corresponding shader stage and shading-model (optional)
- #include <surfaces/includes/standard-vs>
- // 5. shader entry with corresponding shader stage and technique usage/type
- #include <shading-entries/main-functions/render-to-scene/vs>
- }%
- CCProgram shadow-caster-vs %{
- precision highp float;
- #include <builtin/uniforms/cc-local>
- #include <surfaces/effect-macros/render-to-shadowmap>
- #include <surfaces/includes/common-vs>
- #include <shared-ubos>
- #include <surface-vertex>
- #include <shading-entries/main-functions/render-to-shadowmap/vs>
- }%
- CCProgram terrain-fs %{
- precision highp float;
- // 1. surface internal macros, for technique usage or remapping some user (material) macros to surface internal macros
- #include <macro-remapping>
- #include <surfaces/effect-macros/terrain>
- // 2. common include with corresponding shader stage, include before surface functions
- #include <surfaces/includes/common-fs>
- // 3. user surface functions that can use user (effect) parameters (ubo Constants)
- // see surfaces/default-functions/xxx.chunk
- #include <shared-ubos>
- #include <surface-fragment>
- // 4. lighting-model (optional)
- #include <lighting-models/includes/standard>
- // 5. surface include with corresponding shader stage and shading-model (optional)
- #include <surfaces/includes/standard-fs>
- // 6. shader entry with corresponding shader stage and technique usage/type
- #include <shading-entries/main-functions/render-to-scene/fs>
- }%
- CCProgram shadow-caster-fs %{
- precision highp float;
- #include <surfaces/effect-macros/render-to-shadowmap>
- #include <surfaces/includes/common-fs>
- #include <shared-ubos>
- #include <surface-fragment>
- #include <shading-entries/main-functions/render-to-shadowmap/fs>
- }%
- CCProgram reflect-map-fs %{
- precision highp float;
- #include <macro-remapping>
- #include <surfaces/effect-macros/terrain>
- #include <surfaces/includes/common-fs>
- #include <shared-ubos>
- #include <surface-fragment>
- #include <lighting-models/includes/standard>
- #include <surfaces/includes/standard-fs>
- #include <shading-entries/main-functions/render-to-reflectmap/fs>
- }%
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