//---------------------------------------------------------------------------------- // File: FaceWorks/samples/sample_d3d11/shaders/eye.hlsli // SDK Version: v1.0 // Email: gameworks@nvidia.com // 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 EYE_HLSLI #define EYE_HLSLI #include "common.hlsli" #include "lighting.hlsli" #include "GFSDK_FaceWorks.hlsli" #pragma warning(disable: 3571) // pow() doesn't handle negative numbers cbuffer cbShader : CB_SHADER { float g_normalStrength; float g_specReflectance; float g_gloss; float3 g_rgbDeepScatter; // Iris parameters float g_irisRadiusSource; // Radius of iris in iris texture (in UV units) float g_irisRadiusDest; // Radius of iris in schlera texture (in UV units) float g_irisEdgeHardness; // Controls hardness/softness of iris edge float g_irisDilation; // How much the iris is dilated GFSDK_FaceWorks_CBData g_faceworksData; } Texture2D g_texDiffuseSclera : TEX_DIFFUSE0; Texture2D g_texDiffuseIris : TEX_DIFFUSE1; Texture2D g_texNormal : TEX_NORMAL; void EyeMegashader( 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; // Calculate diffuse color, overlaying iris on sclera float3 rgbDiffuse = g_texDiffuseSclera.Sample(g_ssTrilinearRepeatAniso, uv); float irisAlpha = 0.0; float radiusDest = length(uv - 0.5.xx); if (radiusDest < g_irisRadiusDest) { // Use a power function to remap the radius, to simulate dilation of the iris float radiusSource = (1.0 - pow(1.0 - radiusDest / g_irisRadiusDest, 1.0 - g_irisDilation)) * g_irisRadiusSource; float2 uvIris = (uv - 0.5.xx) * (radiusSource / radiusDest) + 0.5.xx; float3 rgbIris = g_texDiffuseIris.Sample(g_ssTrilinearRepeatAniso, uvIris); // Calculate alpha using a smoothstep-like falloff at the edge of the iris irisAlpha = saturate((g_irisRadiusDest - radiusDest) * g_irisEdgeHardness); irisAlpha = (3.0 - 2.0 * irisAlpha) * square(irisAlpha); rgbDiffuse = lerp(rgbDiffuse, rgbIris, irisAlpha); } // Sample other textures float3 normalTangent = UnpackNormal(g_texNormal.Sample(g_ssTrilinearRepeatAniso, uv), g_normalStrength); 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); } // Lerp normals to flat, and gloss to 1.0 in the iris region normalTangent = lerp(normalTangent, float3(0, 0, 1), irisAlpha); normalTangentBlurred = lerp(normalTangentBlurred, float3(0, 0, 1), irisAlpha); float gloss = lerp(g_gloss, 1.0, irisAlpha); LightingMegashader( i_vtx, i_vecCamera, i_uvzwShadow, rgbDiffuse, normalTangent, normalTangentBlurred, g_specReflectance, gloss, g_rgbDeepScatter, g_faceworksData, o_rgbLit, true, // useNormalMap useSSS, useDeepScatter); } #endif // EYE_HLSLI