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+//----------------------------------------------------------------------------------
+// File: FaceWorks/samples/sample_d3d11/shaders/skin.hlsli
+// SDK Version: v1.0
+// Site: http://developer.nvidia.com/
+//
+// Copyright (c) 2014-2016, NVIDIA CORPORATION. All rights reserved.
+//
+// Redistribution and use in source and binary forms, with or without
+// modification, are permitted provided that the following conditions
+// are met:
+// * Redistributions of source code must retain the above copyright
+// notice, this list of conditions and the following disclaimer.
+// * Redistributions in binary form must reproduce the above copyright
+// notice, this list of conditions and the following disclaimer in the
+// documentation and/or other materials provided with the distribution.
+// * Neither the name of NVIDIA CORPORATION nor the names of its
+// contributors may be used to endorse or promote products derived
+// from this software without specific prior written permission.
+//
+// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
+// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
+// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
+// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+//
+//----------------------------------------------------------------------------------
+
+#ifndef SKIN_HLSLI
+#define SKIN_HLSLI
+
+#include "common.hlsli"
+#include "lighting.hlsli"
+#include "GFSDK_FaceWorks.hlsli"
+
+cbuffer cbShader : CB_SHADER
+{
+ float g_normalStrength;
+ float g_gloss;
+
+ GFSDK_FaceWorks_CBData g_faceworksData;
+}
+
+Texture2D<float3> g_texDiffuse : TEX_DIFFUSE0;
+Texture2D<float3> g_texNormal : TEX_NORMAL;
+Texture2D<float> g_texSpec : TEX_SPEC;
+Texture2D<float3> g_texDeepScatterColor : TEX_DEEP_SCATTER_COLOR;
+
+
+
+void SkinMegashader(
+ in Vertex i_vtx,
+ in float3 i_vecCamera,
+ in float4 i_uvzwShadow,
+ out float3 o_rgbLit,
+ uniform bool useSSS,
+ uniform bool useDeepScatter)
+{
+ float2 uv = i_vtx.m_uv;
+
+ // Sample textures
+
+ float3 rgbDiffuse = g_texDiffuse.Sample(g_ssTrilinearRepeatAniso, uv);
+ float3 normalTangent = UnpackNormal(g_texNormal.Sample(g_ssTrilinearRepeatAniso, uv),
+ g_normalStrength);
+ float specReflectance = g_texSpec.Sample(g_ssTrilinearRepeatAniso, uv);
+
+ float3 normalTangentBlurred;
+ if (useSSS || useDeepScatter)
+ {
+ // Sample normal map with level clamped based on blur, to get normal for SSS
+ float level = GFSDK_FaceWorks_CalculateMipLevelForBlurredNormal(
+ g_faceworksData, g_texNormal, g_ssTrilinearRepeatAniso, uv);
+ normalTangentBlurred = UnpackNormal(
+ g_texNormal.SampleLevel(g_ssTrilinearRepeatAniso, uv, level),
+ g_normalStrength);
+ }
+
+ float3 rgbDeepScatter;
+ if (useDeepScatter)
+ {
+ rgbDeepScatter = g_texDeepScatterColor.Sample(g_ssTrilinearRepeatAniso, uv);
+ }
+
+ LightingMegashader(
+ i_vtx,
+ i_vecCamera,
+ i_uvzwShadow,
+ rgbDiffuse,
+ normalTangent,
+ normalTangentBlurred,
+ specReflectance,
+ g_gloss,
+ rgbDeepScatter,
+ g_faceworksData,
+ o_rgbLit,
+ true, // useNormalMap
+ useSSS,
+ useDeepScatter);
+}
+
+#endif // SKIN_HLSLI