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//----------------------------------------------------------------------------------
// File: FaceWorks/samples/sample_d3d11/shaders/eye.hlsli
// SDK Version: v1.0
// Email: [email protected]
// 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<float3> g_texDiffuseSclera : TEX_DIFFUSE0;
Texture2D<float3> g_texDiffuseIris : TEX_DIFFUSE1;
Texture2D<float3> 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
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