diff options
| -rwxr-xr-x | 3ner.shader | 2 | ||||
| -rwxr-xr-x | pbr.cginc | 55 |
2 files changed, 38 insertions, 19 deletions
diff --git a/3ner.shader b/3ner.shader index 18fc303..1f313e7 100755 --- a/3ner.shader +++ b/3ner.shader @@ -690,7 +690,7 @@ Shader "yum_food/3ner" //ifex _Burley_Tiling_Normal_Enabled==0 [HideInInspector] m_start_Burley_Tiling_Normal("Normal", Float) = 0 [ThryToggle(_BURLEY_TILING_NORMAL)] _Burley_Tiling_Normal_Enabled("Enable", Float) = 0 - _Burley_Tiling_Normal_Map("Texture", 2D) = "bump" {} + _Burley_Tiling_Normal_Map("Texture", 2D) = "white" {} _Burley_Tiling_Normal_Map_LUT("LUT", 2D) = "white" {} _Burley_Tiling_Normal_Strength("Strength", Range(0, 10)) = 1 [HideInInspector] m_end_Burley_Tiling_Normal("Normal", Float) = 0 @@ -226,18 +226,25 @@ float3 burley_apply_soft_clipping(float3 gaussian_color, float3 weights) { return burley_soft_clipping_contrast(gaussian_color, w_hat); } -float3 burley_degaussianize(texture2D lut, float3 gaussian_color) { +float3 burley_degaussianize(texture2D lut, float3 gaussian_color, bool decode_srgb = true) { float2 uv_r = float2(gaussian_color.r, 0.5f); float2 uv_g = float2(gaussian_color.g, 0.5f); float2 uv_b = float2(gaussian_color.b, 0.5f); float lut_r = lut.Sample(linear_clamp_s, uv_r).r; float lut_g = lut.Sample(linear_clamp_s, uv_g).g; float lut_b = lut.Sample(linear_clamp_s, uv_b).b; - return srgb_to_linear(float3(lut_r, lut_g, lut_b)); + float3 restored = float3(lut_r, lut_g, lut_b); + return decode_srgb ? srgb_to_linear(restored) : restored; } -float4 burley_sample_patch(texture2D tex, float2 uv, float2 uv_dx, float2 uv_dy, float2 tri_vertex, - float input_scale) { +struct BurleyPatchTransform { + float2 uv; + float2 dx; + float2 dy; +}; + +BurleyPatchTransform burley_make_patch_transform(float2 uv, float2 uv_dx, float2 uv_dy, + float2 tri_vertex, float input_scale) { float3 cube_id = float3(tri_vertex.x, tri_vertex.y, -tri_vertex.x - tri_vertex.y); float3 tile_rand3 = hash33_fast(cube_id); float2 vertex_uv = burley_tri_to_cart(tri_vertex); @@ -262,8 +269,16 @@ float4 burley_sample_patch(texture2D tex, float2 uv, float2 uv_dx, float2 uv_dy, // Finally, remap onto [0, 1]. local_uv += 0.5f; + BurleyPatchTransform patch; + patch.uv = local_uv; + patch.dx = sample_dx; + patch.dy = sample_dy; + return patch; +} + +float4 burley_sample_patch(texture2D tex, BurleyPatchTransform patch) { return tex.SampleGrad( - aniso4_trilinear_repeat_s, local_uv, sample_dx, sample_dy); + aniso4_trilinear_repeat_s, patch.uv, patch.dx, patch.dy); } #endif // _BURLEY_TILING @@ -298,31 +313,35 @@ void apply_burley_tiling(v2f i, inout Pbr pbr, inout float3 normal_tangent) { float3 weights = burley_apply_blend_gamma(baryc, _Burley_Tiling_Blend_Gamma); float2 uv_dx = ddx(uv); float2 uv_dy = ddy(uv); + BurleyPatchTransform patch_0_transform = burley_make_patch_transform(uv, uv_dx, uv_dy, vertex_0, input_scale); + BurleyPatchTransform patch_1_transform = burley_make_patch_transform(uv, uv_dx, uv_dy, vertex_1, input_scale); + BurleyPatchTransform patch_2_transform = burley_make_patch_transform(uv, uv_dx, uv_dy, vertex_2, input_scale); - float4 patch_0 = burley_sample_patch(_Burley_Tiling_Maintex, uv, uv_dx, uv_dy, vertex_0, input_scale); - float4 patch_1 = burley_sample_patch(_Burley_Tiling_Maintex, uv, uv_dx, uv_dy, vertex_1, input_scale); - float4 patch_2 = burley_sample_patch(_Burley_Tiling_Maintex, uv, uv_dx, uv_dy, vertex_2, input_scale); + float4 patch_0 = burley_sample_patch(_Burley_Tiling_Maintex, patch_0_transform); + float4 patch_1 = burley_sample_patch(_Burley_Tiling_Maintex, patch_1_transform); + float4 patch_2 = burley_sample_patch(_Burley_Tiling_Maintex, patch_2_transform); float4 gaussian_blend = patch_0 * weights.x + patch_1 * weights.y + patch_2 * weights.z; pbr.albedo.xyz = burley_degaussianize(_Burley_Tiling_Maintex_LUT, burley_apply_soft_clipping(gaussian_blend.rgb, weights)); #if defined(_BURLEY_TILING_SMOOTHNESS) - float patch_0_smoothness = burley_sample_patch(_Burley_Tiling_Smoothness_Map, uv, uv_dx, uv_dy, vertex_0, input_scale); - float patch_1_smoothness = burley_sample_patch(_Burley_Tiling_Smoothness_Map, uv, uv_dx, uv_dy, vertex_1, input_scale); - float patch_2_smoothness = burley_sample_patch(_Burley_Tiling_Smoothness_Map, uv, uv_dx, uv_dy, vertex_2, input_scale); - float smoothness_blend = patch_0_smoothness * weights.x + patch_1_smoothness * weights.y + patch_2_smoothness * weights.z; + float4 patch_0_smoothness = burley_sample_patch(_Burley_Tiling_Smoothness_Map, patch_0_transform); + float4 patch_1_smoothness = burley_sample_patch(_Burley_Tiling_Smoothness_Map, patch_1_transform); + float4 patch_2_smoothness = burley_sample_patch(_Burley_Tiling_Smoothness_Map, patch_2_transform); + float4 smoothness_blend = patch_0_smoothness * weights.x + patch_1_smoothness * weights.y + patch_2_smoothness * weights.z; + pbr.smoothness = burley_degaussianize(_Burley_Tiling_Smoothness_Map_LUT, burley_apply_soft_clipping(smoothness_blend, weights)).r; #if defined(_BURLEY_TILING_SMOOTHNESS_INVERT) - smoothness_blend = 1.0f - smoothness_blend; + pbr.smoothness = 1.0f - pbr.smoothness; #endif // _BURLEY_TILING_SMOOTHNESS_INVERT - pbr.smoothness = burley_degaussianize(_Burley_Tiling_Smoothness_Map_LUT, burley_apply_soft_clipping(smoothness_blend, weights)).r; #endif // _BURLEY_TILING_SMOOTHNESS #if defined(_BURLEY_TILING_NORMAL) // TODO whiteout blending? - float4 patch_0_normal = burley_sample_patch(_Burley_Tiling_Normal_Map, uv, uv_dx, uv_dy, vertex_0, input_scale); - float4 patch_1_normal = burley_sample_patch(_Burley_Tiling_Normal_Map, uv, uv_dx, uv_dy, vertex_1, input_scale); - float4 patch_2_normal = burley_sample_patch(_Burley_Tiling_Normal_Map, uv, uv_dx, uv_dy, vertex_2, input_scale); + float4 patch_0_normal = burley_sample_patch(_Burley_Tiling_Normal_Map, patch_0_transform); + float4 patch_1_normal = burley_sample_patch(_Burley_Tiling_Normal_Map, patch_1_transform); + float4 patch_2_normal = burley_sample_patch(_Burley_Tiling_Normal_Map, patch_2_transform); float4 normal_blend = patch_0_normal * weights.x + patch_1_normal * weights.y + patch_2_normal * weights.z; - normal_tangent = burley_degaussianize(_Burley_Tiling_Normal_Map_LUT, burley_apply_soft_clipping(normal_blend.rgb, weights)); + normal_tangent = burley_degaussianize(_Burley_Tiling_Normal_Map_LUT, burley_apply_soft_clipping(normal_blend.rgb, weights), false); + normal_tangent.xy = normal_tangent.xy * 2 - 1; normal_tangent.xy *= _Burley_Tiling_Normal_Strength; normal_tangent = normalize(normal_tangent); #endif // _BURLEY_TILING_NORMAL |
