186 lines
8.4 KiB
Plaintext
186 lines
8.4 KiB
Plaintext
material {
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name : ubershader_gpu,
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requires : [ uv0, uv1, color ],
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shadingModel : lit,
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blending : transparent,
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depthWrite : true,
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doubleSided : true,
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flipUV : false,
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specularAmbientOcclusion : simple,
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specularAntiAliasing : true,
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clearCoatIorChange : false,
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vertexDomain: world,
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parameters : [
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{ type : float3, name : specularFactor },
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{ type : float, name : glossinessFactor },
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// Base Color
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{ type : int, name : baseColorIndex },
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{ type : float4, name : baseColorFactor },
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{ type : sampler2d, name : baseColorMap },
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{ type : mat3, name : baseColorUvMatrix, precision: high },
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// Metallic-Roughness Map
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{ type : int, name : metallicRoughnessIndex },
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{ type : float, name : metallicFactor },
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{ type : float, name : roughnessFactor },
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{ type : sampler2d, name : metallicRoughnessMap },
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{ type : mat3, name : metallicRoughnessUvMatrix, precision: high },
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// Normal Map
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{ type : int, name : normalIndex },
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{ type : float, name : normalScale },
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{ type : sampler2d, name : normalMap },
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{ type : mat3, name : normalUvMatrix, precision: high },
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// Ambient Occlusion
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{ type : int, name : aoIndex },
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{ type : float, name : aoStrength },
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{ type : sampler2d, name : occlusionMap },
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{ type : mat3, name : occlusionUvMatrix, precision: high },
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// Emissive Map
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{ type : int, name : emissiveIndex },
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{ type : float3, name : emissiveFactor },
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{ type : sampler2d, name : emissiveMap },
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{ type : mat3, name : emissiveUvMatrix, precision: high },
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// Cleat coat
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{ type : float, name : clearCoatFactor },
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{ type : float, name : clearCoatRoughnessFactor },
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{ type : int, name : clearCoatIndex },
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{ type : sampler2d, name : clearCoatMap },
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{ type : mat3, name : clearCoatUvMatrix, precision: high },
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{ type : int, name : clearCoatRoughnessIndex },
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{ type : sampler2d, name : clearCoatRoughnessMap },
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{ type : mat3, name : clearCoatRoughnessUvMatrix, precision: high },
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{ type : int, name : clearCoatNormalIndex },
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{ type : sampler2d, name : clearCoatNormalMap },
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{ type : mat3, name : clearCoatNormalUvMatrix, precision: high },
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{ type : float, name : clearCoatNormalScale },
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// Reflectance
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{ type : float, name : reflectance },
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{ type : int3, name: dimensions },
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{ type : float[255], name:"morphTargetWeights" },
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{ type: sampler2dArray, format: float, name:"morphTargets" }
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],
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}
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fragment {
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void material(inout MaterialInputs material) {
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highp float2 uvs[2];
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uvs[0] = getUV0();
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uvs[1] = getUV1();
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if (materialParams.normalIndex > -1) {
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highp float2 uv = uvs[materialParams.normalIndex];
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uv = (vec3(uv, 1.0) * materialParams.normalUvMatrix).xy;
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material.normal = texture(materialParams_normalMap, uv).xyz * 2.0 - 1.0;
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material.normal.xy *= materialParams.normalScale;
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}
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if (materialParams.clearCoatNormalIndex > -1) {
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highp float2 uv = uvs[materialParams.clearCoatNormalIndex];
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uv = (vec3(uv, 1.0) * materialParams.clearCoatNormalUvMatrix).xy;
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material.clearCoatNormal = texture(materialParams_clearCoatNormalMap, uv).xyz * 2.0 - 1.0;
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material.clearCoatNormal.xy *= materialParams.clearCoatNormalScale;
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}
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prepareMaterial(material);
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material.baseColor = materialParams.baseColorFactor;
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if (materialParams.baseColorIndex > -1) {
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highp float2 uv = uvs[materialParams.baseColorIndex];
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uv = (vec3(uv, 1.0) * materialParams.baseColorUvMatrix).xy;
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material.baseColor *= texture(materialParams_baseColorMap, uv);
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}
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material.baseColor *= getColor();
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material.baseColor.rgb *= material.baseColor.a;
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material.roughness = materialParams.roughnessFactor;
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material.metallic = materialParams.metallicFactor;
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// KHR_materials_clearcoat forbids clear coat from
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// being applied in the specular/glossiness model
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material.clearCoat = materialParams.clearCoatFactor;
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material.clearCoatRoughness = materialParams.clearCoatRoughnessFactor;
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if (materialParams.clearCoatIndex > -1) {
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highp float2 uv = uvs[materialParams.clearCoatIndex];
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uv = (vec3(uv, 1.0) * materialParams.clearCoatUvMatrix).xy;
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material.clearCoat *= texture(materialParams_clearCoatMap, uv).r;
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}
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if (materialParams.clearCoatRoughnessIndex > -1) {
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highp float2 uv = uvs[materialParams.clearCoatRoughnessIndex];
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uv = (vec3(uv, 1.0) * materialParams.clearCoatRoughnessUvMatrix).xy;
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material.clearCoatRoughness *= texture(materialParams_clearCoatRoughnessMap, uv).g;
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}
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material.emissive = vec4(materialParams.emissiveFactor.rgb, 0.0);
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if (materialParams.metallicRoughnessIndex > -1) {
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highp float2 uv = uvs[materialParams.metallicRoughnessIndex];
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uv = (vec3(uv, 1.0) * materialParams.metallicRoughnessUvMatrix).xy;
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vec4 mr = texture(materialParams_metallicRoughnessMap, uv);
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material.roughness *= mr.g;
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material.metallic *= mr.b;
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}
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if (materialParams.aoIndex > -1) {
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highp float2 uv = uvs[materialParams.aoIndex];
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uv = (vec3(uv, 1.0) * materialParams.occlusionUvMatrix).xy;
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material.ambientOcclusion = texture(materialParams_occlusionMap, uv).r *
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materialParams.aoStrength;
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}
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if (materialParams.emissiveIndex > -1) {
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highp float2 uv = uvs[materialParams.emissiveIndex];
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uv = (vec3(uv, 1.0) * materialParams.emissiveUvMatrix).xy;
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material.emissive.rgb *= texture(materialParams_emissiveMap, uv).rgb;
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}
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}
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}
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vertex {
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vec3 getMorphTarget(int vertexIndex, int morphTargetIndex) {
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// our texture is laid out as (x,y,z) where y is 1, z is the number of morph targets, and x is the number of vertices * 2 (multiplication accounts for position + normal)
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// UV coordinates are normalized to (-1,1), so we divide the current vertex index by the total number of vertices to find the correct coordinate for this vertex
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vec3 uv = vec3(
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(float(vertexIndex) + 0.5) / float(materialParams.dimensions.x),
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0.0f,
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//(float(morphTargetIndex) + 0.5f) / float(materialParams.dimensions.z));
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float(morphTargetIndex));
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return texture(materialParams_morphTargets, uv).xyz;
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}
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void materialVertex(inout MaterialVertexInputs material) {
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// for every morph target
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for(int morphTargetIndex = 0; morphTargetIndex < materialParams.dimensions.z; morphTargetIndex++) {
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// get the weight to apply
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float weight = materialParams.morphTargetWeights[morphTargetIndex];
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// get the ID of this vertex, which will be the x-offset of the position attribute in the texture sampler
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int vertexId = getVertexIndex();
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// get the position of the target for this vertex
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vec3 morphTargetPosition = getMorphTarget(vertexId, morphTargetIndex);
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// update the world position of this vertex
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material.worldPosition.xyz += (weight * morphTargetPosition);
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// increment the vertexID by half the size of the texture to get the x-offset of the normal (all positions stored in the first half, all normals stored in the second half)
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vertexId += (materialParams.dimensions.x / 2);
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// get the normal of this target for this vertex
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vec3 morphTargetNormal = getMorphTarget(vertexId, morphTargetIndex);
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material.worldNormal += (weight * morphTargetNormal);
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}
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mat4 transform = getWorldFromModelMatrix();
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material.worldPosition = mulMat4x4Float3(transform, material.worldPosition.xyz);
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}
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}
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