// Copyright 2020 Google LLC Texture2D textureColorMap : register(t1); SamplerState samplerColorMap : register(s1); Texture2D textureNormalHeightMap : register(t2); SamplerState samplerNormalHeightMap : register(s2); struct UBO { float heightScale; float parallaxBias; float numLayers; int mappingMode; }; cbuffer ubo : register(b3) { UBO ubo; } struct VSOutput { [[vk::location(0)]] float2 UV : TEXCOORD0; [[vk::location(1)]] float3 TangentLightPos : TEXCOORD1; [[vk::location(2)]] float3 TangentViewPos : TEXCOORD2; [[vk::location(3)]] float3 TangentFragPos : TEXCOORD3; }; float2 parallax_uv(float2 uv, float3 view_dir, int type) { if (type == 2) { // Parallax mapping float depth = 1.0 - textureNormalHeightMap.SampleLevel(samplerNormalHeightMap, uv, 0.0).a; float2 p = view_dir.xy * (depth * (ubo.heightScale * 0.5) + ubo.parallaxBias) / view_dir.z; return uv - p; } else { float layer_depth = 1.0 / ubo.numLayers; float cur_layer_depth = 0.0; float2 delta_uv = view_dir.xy * ubo.heightScale / (view_dir.z * ubo.numLayers); float2 cur_uv = uv; float depth_from_tex = 1.0 - textureNormalHeightMap.SampleLevel(samplerNormalHeightMap, cur_uv, 0.0).a; for (int i = 0; i < 32; i++) { cur_layer_depth += layer_depth; cur_uv -= delta_uv; depth_from_tex = 1.0 - textureNormalHeightMap.SampleLevel(samplerNormalHeightMap, cur_uv, 0.0).a; if (depth_from_tex < cur_layer_depth) { break; } } if (type == 3) { // Steep parallax mapping return cur_uv; } else { // Parallax occlusion mapping float2 prev_uv = cur_uv + delta_uv; float next = depth_from_tex - cur_layer_depth; float prev = 1.0 - textureNormalHeightMap.SampleLevel(samplerNormalHeightMap, prev_uv, 0.0).a - cur_layer_depth + layer_depth; float weight = next / (next - prev); return lerp(cur_uv, prev_uv, weight); } } } float2 parallaxMapping(float2 uv, float3 viewDir) { float height = 1.0 - textureNormalHeightMap.SampleLevel(samplerNormalHeightMap, uv, 0.0).a; float2 p = viewDir.xy * (height * (ubo.heightScale * 0.5) + ubo.parallaxBias) / viewDir.z; return uv - p; } float2 steepParallaxMapping(float2 uv, float3 viewDir) { float layerDepth = 1.0 / ubo.numLayers; float currLayerDepth = 0.0; float2 deltaUV = viewDir.xy * ubo.heightScale / (viewDir.z * ubo.numLayers); float2 currUV = uv; float height = 1.0 - textureNormalHeightMap.SampleLevel(samplerNormalHeightMap, currUV, 0.0).a; for (int i = 0; i < ubo.numLayers; i++) { currLayerDepth += layerDepth; currUV -= deltaUV; height = 1.0 - textureNormalHeightMap.SampleLevel(samplerNormalHeightMap, currUV, 0.0).a; if (height < currLayerDepth) { break; } } return currUV; } float2 parallaxOcclusionMapping(float2 uv, float3 viewDir) { float layerDepth = 1.0 / ubo.numLayers; float currLayerDepth = 0.0; float2 deltaUV = viewDir.xy * ubo.heightScale / (viewDir.z * ubo.numLayers); float2 currUV = uv; float height = 1.0 - textureNormalHeightMap.SampleLevel(samplerNormalHeightMap, currUV, 0.0).a; for (int i = 0; i < ubo.numLayers; i++) { currLayerDepth += layerDepth; currUV -= deltaUV; height = 1.0 - textureNormalHeightMap.SampleLevel(samplerNormalHeightMap, currUV, 0.0).a; if (height < currLayerDepth) { break; } } float2 prevUV = currUV + deltaUV; float nextDepth = height - currLayerDepth; float prevDepth = 1.0 - textureNormalHeightMap.SampleLevel(samplerNormalHeightMap, prevUV, 0.0).a - currLayerDepth + layerDepth; return lerp(currUV, prevUV, nextDepth / (nextDepth - prevDepth)); } float4 main(VSOutput input) : SV_TARGET { float3 V = normalize(input.TangentViewPos - input.TangentFragPos); float2 uv = input.UV; if (ubo.mappingMode == 0) { // Color only return textureColorMap.Sample(samplerColorMap, input.UV); } else { switch(ubo.mappingMode) { case 2: uv = parallaxMapping(input.UV, V); break; case 3: uv = steepParallaxMapping(input.UV, V); break; case 4: uv = parallaxOcclusionMapping(input.UV, V); break; } // Discard fragments at texture border if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) { clip(-1); } float3 N = normalize(textureNormalHeightMap.SampleLevel(samplerNormalHeightMap, uv, 0.0).rgb * 2.0 - 1.0); float3 L = normalize(input.TangentLightPos - input.TangentFragPos); float3 R = reflect(-L, N); float3 H = normalize(L + V); float3 color = textureColorMap.Sample(samplerColorMap, uv).rgb; float3 ambient = 0.2 * color; float3 diffuse = max(dot(L, N), 0.0) * color; float3 specular = float3(0.15, 0.15, 0.15) * pow(max(dot(N, H), 0.0), 32.0); return float4(ambient + diffuse + specular, 1.0f); } }