cbuffer LightBuffer { float4 diffuseColor; float3 lightDirection; float padding; // Padding to ensure the structure is a multiple of 16 bytes. float3 lightPosition; // Add light position float padding2; // Padding to ensure the structure is a multiple of 16 bytes. float constantAttenuation; float linearAttenuation; float quadraticAttenuation; float padding3; // Padding to ensure the structure is a multiple of 16 bytes. }; Texture2D shaderTexture; SamplerState SampleType; struct PixelInputType { float4 position : SV_POSITION; float3 normal : NORMAL; float2 tex : TEXCOORD0; float3 worldPos : TEXCOORD1; // Add world position }; float4 CelShadingPixelShader(PixelInputType input) : SV_TARGET { float4 textureColor; float lightIntensity; float4 finalColor; // Sample the pixel color from the texture. textureColor = shaderTexture.Sample(SampleType, input.tex); float3 normal = normalize(input.normal); // Calculate the light vector from the light position to the world position float3 lightVector = normalize(lightPosition - input.worldPos); // Calculate the light intensity based on the light direction. float directionalLightIntensity = saturate(dot(normal, normalize(lightDirection))); // Calculate the light intensity based on the light position. float positionalLightIntensity = saturate(dot(normal, lightVector)); // Combine the directional and positional light intensities. lightIntensity = max(directionalLightIntensity, positionalLightIntensity); // Calculate the distance from the light to the fragment. float distance = length(lightPosition - input.worldPos); // Apply an attenuation factor based on the distance. float attenuation = 1.0f / (constantAttenuation + linearAttenuation * distance + quadraticAttenuation * distance * distance); // Combine the light intensity with the attenuation factor. lightIntensity *= attenuation; // Apply a step function to create the cel shading effect. if (lightIntensity > 0.75f) { lightIntensity = 1.0f; // Brightest level } else if (lightIntensity > 0.5f) { lightIntensity = 0.7f; // Mid-bright level } else if (lightIntensity > 0.25f) { lightIntensity = 0.4f; // Mid-dark level } else { lightIntensity = 0.1f; // Darkest level } // Simple shadow calculation: if the fragment is behind the light source, it is in shadow. float3 toLight = normalize(lightPosition - input.worldPos); float shadow = saturate(dot(normal, toLight)); if (shadow < 0.1f) { lightIntensity *= 0.5f; // Darken the fragment if it is in shadow } // Calculate the final color by combining the texture color with the light intensity and diffuse color. finalColor = textureColor * diffuseColor * lightIntensity; //return finalColor; return float4(normal * 0.5f + 0.5f, 1.0f); }