Added VRS HLSL shaders

Color coding doesn't work properly, as shading rate values don't seem to match with GLSL or DX12 specs
This commit is contained in:
Sascha Willems 2020-09-12 09:36:28 +02:00
parent 08648a417f
commit 9a6a0b30b0
6 changed files with 134 additions and 0 deletions

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// Copyright 2020 Sascha Willems
Texture2D textureColorMap : register(t0, space1);
SamplerState samplerColorMap : register(s0, space1);
Texture2D textureNormalMap : register(t1, space1);
SamplerState samplerNormalMap : register(s1, space1);
struct UBO
{
float4x4 projection;
float4x4 view;
float4x4 model;
float4 lightPos;
float4 viewPos;
int colorShadingRates;
};
cbuffer ubo : register(b0) { UBO ubo; };
[[vk::constant_id(0)]] const bool ALPHA_MASK = false;
[[vk::constant_id(1)]] const float ALPHA_MASK_CUTOFF = 0.0;
struct VSOutput
{
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float3 Color : COLOR0;
[[vk::location(2)]] float2 UV : TEXCOORD0;
[[vk::location(3)]] float3 ViewVec : TEXCOORD1;
[[vk::location(4)]] float3 LightVec : TEXCOORD2;
[[vk::location(5)]] float4 Tangent : TEXCOORD3;
};
float4 main(VSOutput input, uint shadingRate : SV_ShadingRate) : SV_TARGET
{
float4 color = textureColorMap.Sample(samplerColorMap, input.UV) * float4(input.Color, 1.0);
if (ALPHA_MASK) {
if (color.a < ALPHA_MASK_CUTOFF) {
discard;
}
}
float3 N = normalize(input.Normal);
float3 T = normalize(input.Tangent.xyz);
float3 B = cross(input.Normal, input.Tangent.xyz) * input.Tangent.w;
float3x3 TBN = float3x3(T, B, N);
N = mul(normalize(textureNormalMap.Sample(samplerNormalMap, input.UV).xyz * 2.0 - float3(1.0, 1.0, 1.0)), TBN);
const float ambient = 0.1;
float3 L = normalize(input.LightVec);
float3 V = normalize(input.ViewVec);
float3 R = reflect(-L, N);
float3 diffuse = max(dot(N, L), ambient).rrr;
float3 specular = pow(max(dot(R, V), 0.0), 32.0);
color = float4(diffuse * color.rgb + specular, color.a);
const uint SHADING_RATE_PER_PIXEL = 0x0;
const uint SHADING_RATE_PER_2X1_PIXELS = 6;
const uint SHADING_RATE_PER_1X2_PIXELS = 7;
const uint SHADING_RATE_PER_2X2_PIXELS = 8;
const uint SHADING_RATE_PER_4X2_PIXELS = 9;
const uint SHADING_RATE_PER_2X4_PIXELS = 10;
if (ubo.colorShadingRates == 1) {
switch(shadingRate) {
case SHADING_RATE_PER_PIXEL:
return color * float4(0.0, 0.8, 0.4, 1.0);
case SHADING_RATE_PER_2X1_PIXELS:
return color * float4(0.2, 0.6, 1.0, 1.0);
case SHADING_RATE_PER_1X2_PIXELS:
return color * float4(0.0, 0.4, 0.8, 1.0);
case SHADING_RATE_PER_2X2_PIXELS:
return color * float4(1.0, 1.0, 0.2, 1.0);
case SHADING_RATE_PER_4X2_PIXELS:
return color * float4(0.8, 0.8, 0.0, 1.0);
case SHADING_RATE_PER_2X4_PIXELS:
return color * float4(1.0, 0.4, 0.2, 1.0);
default:
return color * float4(0.8, 0.0, 0.0, 1.0);
}
}
return color;
}

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// Copyright 2020 Google LLC
struct VSInput
{
[[vk::location(0)]] float3 Pos : POSITION0;
[[vk::location(1)]] float3 Normal : NORMAL0;
[[vk::location(2)]] float2 UV : TEXCOORD0;
[[vk::location(3)]] float3 Color : COLOR0;
[[vk::location(4)]] float4 Tangent : TEXCOORD1;
};
struct UBO
{
float4x4 projection;
float4x4 view;
float4x4 model;
float4 lightPos;
float4 viewPos;
int colorShadingRates;
};
cbuffer ubo : register(b0) { UBO ubo; };
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float3 Color : COLOR0;
[[vk::location(2)]] float2 UV : TEXCOORD0;
[[vk::location(3)]] float3 ViewVec : TEXCOORD1;
[[vk::location(4)]] float3 LightVec : TEXCOORD2;
[[vk::location(5)]] float4 Tangent : TEXCOORD3;
};
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput)0;
output.Normal = input.Normal;
output.Color = input.Color;
output.UV = input.UV;
output.Tangent = input.Tangent;
float4x4 modelView = mul(ubo.view, ubo.model);
output.Pos = mul(ubo.projection, mul(modelView, float4(input.Pos.xyz, 1.0)));
output.Normal = mul((float3x3)ubo.model, input.Normal);
float4 pos = mul(ubo.model, float4(input.Pos, 1.0));
output.LightVec = ubo.lightPos.xyz - pos.xyz;
output.ViewVec = ubo.viewPos.xyz - pos.xyz;
return output;
}

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