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