2024-09-25 12:40:02 +02:00

55 lines
1.5 KiB
PostScript

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.
};
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);
// Normalize the normal
float3 normal = normalize(input.normal);
// Calculate the vector from the pixel to the light source
float3 lightVector = lightPosition - input.worldPos;
float distance = length(lightVector);
lightVector = normalize(lightVector);
// Calculate the light intensity based on the light direction.
lightIntensity = saturate(dot(normal, lightVector));
// Apply a step function to create the cel shading effect.
if (lightIntensity > 0.5f)
{
lightIntensity = 1.0f;
}
else
{
lightIntensity = 0.3f;
}
// Calculate the final color by combining the texture color with the light intensity and diffuse color.
finalColor = textureColor * diffuseColor * lightIntensity;
return finalColor;
}