// [COMBO] {"material":"ui_editor_properties_lighting","combo":"LIGHTING","default":0} // [COMBO] {"material":"ui_editor_properties_reflection","combo":"REFLECTION","default":0} #include "common_pbr.h" #include "common_blending.h" uniform sampler2D g_Texture0; // {"label":"ui_editor_properties_albedo","nonremovable":true} uniform mat4 g_ViewProjectionMatrix; uniform vec4 g_Color4; #if VERTEXCOLOR varying vec4 v_Color; #endif #if PBRMASKS varying vec4 v_TexCoord; #else varying vec2 v_TexCoord; #endif #if LIGHTING || REFLECTION uniform sampler2D g_Texture1; // {"label":"ui_editor_properties_normal_map","combo":"NORMALMAP","format":"rg88","formatcombo":true,"mode":"normal","requireany":true,"require":{"LIGHTING":1,"REFLECTION":1}} uniform sampler2D g_Texture2; // {"combo":"PBRMASKS","mode":"opacitymask","paintdefaultcolor":"0 0 0 1","components":[{"label":"ui_editor_properties_metallic_map","combo":"METALLIC_MAP"},{"label":"ui_editor_properties_roughness_map","combo":"ROUGHNESS_MAP"},{"label":"ui_editor_properties_reflection_map","combo":"REFLECTION_MAP"},{"label":"ui_editor_properties_emissive_map","combo":"EMISSIVE_MAP"}],"requireany":true,"require":{"LIGHTING":1,"REFLECTION":1}} uniform float g_Roughness; // {"material":"roughness","label":"ui_editor_properties_roughness","default":0.7,"range":[0,1],"group":"ui_editor_properties_material","nobindings":true} uniform float g_Metallic; // {"material":"metallic","label":"ui_editor_properties_metallic","default":0,"range":[0,1],"group":"ui_editor_properties_material","nobindings":true} uniform vec3 g_SpecularTint; // {"material":"speculartint","label":"ui_editor_properties_specular_tint","type":"color","default":"1 1 1","group":"ui_editor_properties_material"} uniform vec3 g_EmissiveColor; // {"material":"emissivecolor", "label":"ui_editor_properties_emissive_color", "type": "color", "default":"1 1 1","group":"ui_editor_properties_material"} uniform float g_EmissiveBrightness; // {"material":"emissivebrightness", "label":"ui_editor_properties_emissive_brightness", "default":1.0,"range":[0,10],"group":"ui_editor_properties_material"} #endif #if LIGHTING uniform vec3 g_LightAmbientColor; #endif #if LIGHTING || REFLECTION varying vec4 v_ViewDir; varying vec3 v_Normal; varying vec3 v_Tangent; varying vec3 v_Bitangent; varying vec3 v_WorldPos; #if NORMALMAP == 0 varying vec3 v_WorldNormal; #endif #endif #if REFLECTION && NORMALMAP uniform vec3 g_Screen; uniform sampler2D g_Texture3; // {"hidden":true,"default":"_rt_MipMappedFrameBuffer"} uniform float g_Reflectivity; // {"material":"reflectivity","label":"ui_editor_properties_reflectivity","default":1,"range":[0,1],"group":"ui_editor_properties_material","nobindings":true} uniform float g_Texture3MipMapInfo; #endif #if REFLECTION && NORMALMAP || BLENDMODE varying vec3 v_ScreenPos; #endif #if BLENDMODE uniform sampler2D g_Texture4; // {"hidden":true,"default":"_rt_FullFrameBuffer"} #endif #if MORPHING || SKINNING_ALPHA varying float v_VertexAlpha; #endif #if LIGHTS_POINT uniform vec4 g_LPoint_Color[LIGHTS_POINT]; uniform vec4 g_LPoint_Origin[LIGHTS_POINT]; #endif #if LIGHTS_SPOT uniform vec4 g_LSpot_Color[LIGHTS_SPOT]; uniform vec4 g_LSpot_Origin[LIGHTS_SPOT]; uniform vec4 g_LSpot_Direction[LIGHTS_SPOT]; #endif #if LIGHTS_TUBE uniform vec4 g_LTube_Color[LIGHTS_TUBE]; uniform vec4 g_LTube_OriginA[LIGHTS_TUBE]; uniform vec4 g_LTube_OriginB[LIGHTS_TUBE]; #endif #if LIGHTS_DIRECTIONAL uniform vec4 g_LDirectional_Color[LIGHTS_DIRECTIONAL]; uniform vec4 g_LDirectional_Direction[LIGHTS_DIRECTIONAL]; #endif #if LIGHTING #if SHADERVERSION < 62 // DEPRECATION BSSSSS vec3 PerformLighting_Deprecated(vec3 worldPos, vec3 color, vec3 normal, vec3 viewVector, vec3 specularTint, vec3 ambient, float roughness, float metallic) { vec3 light = CAST3(0); #if LIGHTS_POINT for (uint l = 0u; l < CASTU(LIGHTS_POINT); ++l) { vec3 lightDelta = g_LPoint_Origin[l].xyz - worldPos; light += ComputePBRLight(normal, lightDelta, viewVector, color, g_LPoint_Color[l].rgb, ambient, roughness, metallic); } #endif #if LIGHTS_SPOT for (uint l = 0u; l < CASTU(LIGHTS_SPOT); ++l) { vec3 lightDelta = g_LSpot_Origin[l].xyz - worldPos; float spotCookie = -dot(normalize(lightDelta), g_LSpot_Direction[l].xyz); spotCookie = smoothstep(g_LSpot_Direction[l].w, g_LSpot_Origin[l].w, spotCookie); light += ComputePBRLight(normal, lightDelta, viewVector, color, g_LSpot_Color[l].rgb, ambient, roughness, metallic); } #endif #if LIGHTS_TUBE for (uint l = 0u; l < CASTU(LIGHTS_TUBE); ++l) { vec3 lightDelta = PointSegmentDelta(worldPos, g_LTube_OriginA[l].xyz, g_LTube_OriginB[l].xyz); light += ComputePBRLight(normal, lightDelta, viewVector, color, g_LTube_Color[l].rgb, ambient, roughness, metallic); } #endif #if LIGHTS_DIRECTIONAL for (uint l = 0u; l < CASTU(LIGHTS_DIRECTIONAL); ++l) { light += ComputePBRLight(normal, g_LDirectional_Direction[l].xyz, viewVector, color, g_LDirectional_Color[l].rgb, ambient, roughness, metallic); } #endif return light; } #else vec3 PerformLighting_Deprecated(vec3 worldPos, vec3 color, vec3 normal, vec3 viewVector, vec3 specularTint, vec3 ambient, float roughness, float metallic) { vec3 light = CAST3(0); #if LIGHTS_POINT for (uint l = 0u; l < CASTU(LIGHTS_POINT); ++l) { vec3 lightDelta = g_LPoint_Origin[l].xyz - worldPos; light += ComputePBRLight(normal, lightDelta, viewVector, color, g_LPoint_Color[l].rgb * g_LPoint_Color[l].w * g_LPoint_Color[l].w, ambient, roughness, metallic); } #endif #if LIGHTS_SPOT for (uint l = 0u; l < CASTU(LIGHTS_SPOT); ++l) { vec3 lightDelta = g_LSpot_Origin[l].xyz - worldPos; float spotCookie = -dot(normalize(lightDelta), g_LSpot_Direction[l].xyz); spotCookie = smoothstep(g_LSpot_Direction[l].w, g_LSpot_Origin[l].w, spotCookie); light += ComputePBRLight(normal, lightDelta, viewVector, color, g_LSpot_Color[l].rgb * spotCookie * g_LSpot_Color[l].w * g_LSpot_Color[l].w, ambient, roughness, metallic); } #endif #if LIGHTS_TUBE for (uint l = 0u; l < CASTU(LIGHTS_TUBE); ++l) { vec3 lightDelta = PointSegmentDelta(worldPos, g_LTube_OriginA[l].xyz, g_LTube_OriginB[l].xyz); light += ComputePBRLight(normal, lightDelta, viewVector, color, g_LTube_Color[l].rgb * g_LTube_Color[l].w * g_LTube_Color[l].w, ambient, roughness, metallic); } #endif #if LIGHTS_DIRECTIONAL for (uint l = 0u; l < CASTU(LIGHTS_DIRECTIONAL); ++l) { light += ComputePBRLight(normal, g_LDirectional_Direction[l].xyz, viewVector, color, g_LDirectional_Color[l].rgb * g_LDirectional_Color[l].w * g_LDirectional_Color[l].w, ambient, roughness, metallic); } #endif return light; } #endif #endif void main() { vec4 color = texSample2D(g_Texture0, v_TexCoord.xy) * g_Color4; #if LIGHTING || REFLECTION float metallic = g_Metallic; float roughness = g_Roughness; #if PBRMASKS vec4 componentMaps = texSample2D(g_Texture2, v_TexCoord.zw); #endif #if METALLIC_MAP metallic = componentMaps.x; #endif #if ROUGHNESS_MAP roughness = componentMaps.y; #endif #if NORMALMAP vec2 compressedNormal = texSample2D(g_Texture1, v_TexCoord.xy).xy * 2.0 - 1.0; vec3 normal = vec3(compressedNormal, sqrt(saturate(1.0 - compressedNormal.x * compressedNormal.x - compressedNormal.y * compressedNormal.y))); normal = normalize(normal); #else vec3 normal = normalize(v_WorldNormal); #endif #endif #if LIGHTING || REFLECTION #if SCENE_ORTHO // View vector should be static on puppets on 2D wallpapers vec3 normalizedViewVector = vec3(0, 0, 1); #else vec3 normalizedViewVector = normalize(v_ViewDir.xyz); #endif #if NORMALMAP mat3 tangentSpace = mat3(v_Tangent, v_Bitangent, v_Normal); normal = mul(normal, tangentSpace); #endif #endif #if LIGHTING vec3 f0 = CAST3(0.04); f0 = mix(f0, color.rgb, metallic); vec3 light = PerformLighting_Deprecated(v_WorldPos, color.rgb, normal, normalizedViewVector, g_SpecularTint, f0, roughness, metallic); vec3 ambient = g_LightAmbientColor * color.rgb; #if EMISSIVE_MAP light = max(light, g_EmissiveColor * color.rgb * (componentMaps.a * g_EmissiveBrightness)); #endif color.rgb = CombineLighting(light, ambient); #endif #if REFLECTION && NORMALMAP || BLENDMODE vec2 screenUV = (v_ScreenPos.xy / v_ScreenPos.z) * 0.5 + 0.5; #endif #if REFLECTION && NORMALMAP float reflectivity = g_Reflectivity; #if REFLECTION_MAP reflectivity *= componentMaps.z; #endif vec2 tangent = normalize(v_Tangent.xy); vec2 bitangent = normalize(v_Bitangent.xy); float fresnelTerm = max(0.001, dot(normal, normalizedViewVector)); normal = normalize(mul(normal, CAST3X3(g_ViewProjectionMatrix))); #ifdef HLSL normal.y = -normal.y; #endif #if PLATFORM_ANDROID normal.xy = normal.xy * vec2(0.25 / g_Screen.z, 0.25); #else // Make consistent on X since the width is usually more variable (multi monitors) - bad for phones tho normal.xy = normal.xy * vec2(0.15, 0.15 * g_Screen.z); #endif //screenUV += normal * fresnelTerm; screenUV += normal.xy * pow(fresnelTerm, 4.0) * 4; vec3 reflectionColor = texSample2DLod(g_Texture3, screenUV, roughness * g_Texture3MipMapInfo).rgb; reflectionColor = reflectionColor * (1.0 - fresnelTerm) * reflectivity; reflectionColor = pow(max(CAST3(0.001), reflectionColor), CAST3(2.0 - metallic)); color.rgb += saturate(reflectionColor) * fresnelTerm; //color.rgb = mix(color.rgb, vec3(screenUV, 0), 0.99); #endif #if HDR && (LIGHTING || REFLECTION) && EMISSIVE_MAP float emissiveOverbright = max(0.0, componentMaps.a * (g_EmissiveBrightness - 1.0)); color.rgb += g_EmissiveColor * color.rgb * emissiveOverbright; #endif #if MORPHING || SKINNING_ALPHA color.a *= v_VertexAlpha; #endif #if VERTEXCOLOR color *= v_Color; #endif gl_FragColor = color; #if BLENDMODE vec4 screen = texSample2D(g_Texture4, screenUV); gl_FragColor.rgb = ApplyBlending(BLENDMODE, screen.rgb, gl_FragColor.rgb, gl_FragColor.a); gl_FragColor.a = screen.a; #endif #if ALPHATOCOVERAGE gl_FragColor.a = (gl_FragColor.a - 0.5) / max(fwidth(gl_FragColor.a), 0.0001) + 0.5; #if GLSL if (gl_FragColor.a < 0.5) discard; #endif #endif }