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// 约定:row_major 内存布局
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// mul(rowVector, matrix)
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// CPU 侧矩阵不转置
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#pragma pack_matrix(row_major)
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#include "include/pbr_brdf.hlsli"
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cbuffer CBScene : register(b0) {
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row_major float4x4 gView;
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row_major float4x4 gProjection;
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float4 gCameraPosition;
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float4 gLightDirection; // xyz: 光线从光源射向场景的方向
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float4 gLightColorIntensity; // rgb: 线性颜色, w: 强度
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float4 gAmbientColorIntensity; // rgb: 线性颜色, w: 强度;IBL 前的临时环境项
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float4 gRenderParams; // x: exposure,其余保留
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};
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cbuffer CBPerMat : register(b1) {
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float4 gBaseColorFactor = float4 (1.0f,1.0f,1.0f,1.0f);
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float4 gEmissiveFactor = float4 (1.0f,1.0f,1.0f,1.0f); // xyz 有效
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float4 gPbrParams = float4 (1.0f,1.0f,1.0f,1.0f); // x metallic, y roughness, z normalScale, w AO strength
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};
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cbuffer CBPerObj : register(b2) {
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row_major float4x4 gWorld;
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row_major float4x4 gWorldInvTranspose;
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};
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cbuffer CBShadow : register(b3) {
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row_major float4x4 gLightViewProjection;
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float4 gShadowParams; // xy texelSize, z minBias, w slopeBias
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};
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Texture2D gBaseColorTex : register(t0); // sRGB SRV
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Texture2D gNormalTex : register(t1); // Linear SRV
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Texture2D gOrmTex : register(t2); // Linear SRV: R=AO, G=Roughness, B=Metallic
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Texture2D gEmissiveTex : register(t3); // sRGB SRV
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Texture2D<float> gShadowMap : register(t8);
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SamplerState gMaterialSampler : register(s0);
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SamplerComparisonState gShadowSampler : register(s2);
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struct VSInput {
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float3 positionOS : POSITION;
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float3 normalOS : NORMAL;
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float3 tangentOS : TANGENT;
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float2 uv0 : TEXCOORD0;
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};
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struct VSOutput {
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float4 positionCS : SV_POSITION;
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float3 positionWS : POSITION1;
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float3 normalWS : NORMAL0;
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float3 tangentWS : TANGENT0;
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float2 uv0 : TEXCOORD0;
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float4 shadowPosition : TEXCOORD1;
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};
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VSOutput VSMain(VSInput input) {
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VSOutput output;
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const float4 positionWS = mul(float4(input.positionOS, 1.0f), gWorld);
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const float4 positionVS = mul(positionWS, gView);
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output.positionCS = mul(positionVS, gProjection);
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output.positionWS = positionWS.xyz;
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// 法线必须乘 world 的逆转置矩阵。
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const float3 normalWS = SafeNormalize(
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mul(float4(input.normalOS, 0.0f), gWorldInvTranspose).xyz,
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float3(0.0f, 1.0f, 0.0f));
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// 切线按普通方向乘 world,再对法线做 Gram-Schmidt 正交化。
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float3 tangentWS = mul(float4(input.tangentOS, 0.0f), gWorld).xyz;
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tangentWS -= normalWS * dot(normalWS, tangentWS);
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tangentWS = SafeNormalize(tangentWS, BuildFallbackTangent(normalWS));
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output.normalWS = normalWS;
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output.tangentWS = tangentWS;
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output.uv0 = input.uv0;
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//沿法线外扩后,获取shadowPos
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float4 posWS_bigger =float4( (positionWS.xyz + normalWS.xyz * 0.1f),1.0f);
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// output.shadowPosition = mul(positionWS, gLightViewProjection);
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output.shadowPosition = mul(posWS_bigger, gLightViewProjection);
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return output;
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}
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float SampleDirectionalShadow(float4 shadowPosition, float3 n, float3 l) {
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float finalRet=1.0f;
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if (shadowPosition.w > 0.0f){
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const float3 ndc = shadowPosition.xyz / shadowPosition.w;
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const float2 uv = float2(ndc.x * 0.5f + 0.5f, -ndc.y * 0.5f + 0.5f);
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if (!any(uv < 0.0f) && !any(uv > 1.0f) &&! (ndc.z <= 0.0f) && !(ndc.z >= 1.0f)) {
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const float bias = max(
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gShadowParams.z,
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gShadowParams.w * (1.0f - saturate(dot(n, l))));
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float visibility = 0.0f;
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[unroll]
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for (int y = -1; y <= 1; ++y) {
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[unroll]
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for (int x = -1; x <= 1; ++x) {
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const float2 offset = float2(x, y) * gShadowParams.xy;
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visibility += gShadowMap.SampleCmpLevelZero(
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gShadowSampler, uv + offset, ndc.z - bias);
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}
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}
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finalRet = visibility/9.0f;
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}
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}
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return finalRet;
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/* 编译器 warn -> error 多return路径
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if (shadowPosition.w <= 0.0f) return 1.0f;
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const float3 ndc = shadowPosition.xyz / shadowPosition.w;
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const float2 uv = float2(ndc.x * 0.5f + 0.5f, -ndc.y * 0.5f + 0.5f);
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if (any(uv < 0.0f) || any(uv > 1.0f) || ndc.z <= 0.0f || ndc.z >= 1.0f) {
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return 1.0f;
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}
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const float bias = max(
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gShadowParams.z,
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gShadowParams.w * (1.0f - saturate(dot(n, l))));
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float visibility = 0.0f;
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[unroll]
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for (int y = -1; y <= 1; ++y) {
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[unroll]
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for (int x = -1; x <= 1; ++x) {
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const float2 offset = float2(x, y) * gShadowParams.xy;
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visibility += gShadowMap.SampleCmpLevelZero(
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gShadowSampler, uv + offset, ndc.z - bias);
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}
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}
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return visibility / 9.0f;
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*/
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}
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float4 PSMain(VSOutput input) : SV_TARGET {
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const float4 baseSample = gBaseColorTex.Sample(gMaterialSampler, input.uv0);
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const float4 baseColor = baseSample * gBaseColorFactor;
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const float3 orm = gOrmTex.Sample(gMaterialSampler, input.uv0).rgb;
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const float ao = lerp(1.0f, orm.r, saturate(gPbrParams.w));
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const float roughness = clamp(orm.g * gPbrParams.y, 0.045f, 1.0f);
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const float metallic = saturate(orm.b * gPbrParams.x);
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const float3 normalTS = DecodeNormalMap(gNormalTex.Sample(gMaterialSampler, input.uv0).xyz, gPbrParams.z);
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const float3 geometricNormal = SafeNormalize(input.normalWS, float3(0.0f, 1.0f, 0.0f));
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const float3 tangent = SafeNormalize(input.tangentWS, BuildFallbackTangent(geometricNormal));
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// 当前 VertexData 只有 float3 tangent,暂按 handedness=+1 构造 B。
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// 生产版本应把 tangent 改为 float4,并乘 tangent.w 处理镜像 UV。
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const float3 bitangent = SafeNormalize( cross(geometricNormal, tangent),
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cross(geometricNormal, BuildFallbackTangent(geometricNormal)));
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const float3x3 tangentToWorld = float3x3(tangent, bitangent, geometricNormal);
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const float3 n = SafeNormalize(mul(normalTS, tangentToWorld), geometricNormal);
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const float3 v = SafeNormalize(gCameraPosition.xyz - input.positionWS, geometricNormal);
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// Scene.lightDirection 表示光线传播方向,因此表面指向光源的 L 取反。
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const float3 l = SafeNormalize(-gLightDirection.xyz, float3(0.0f, 1.0f, 0.0f));
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const float3 h = SafeNormalize(v + l, n);
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const float nDotL = saturate(dot(n, l));
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const float nDotV = saturate(dot(n, v));
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const float hDotV = saturate(dot(h, v));
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const float3 f0 = lerp(float3(0.04f, 0.04f, 0.04f), baseColor.rgb, metallic);
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const float d = DistributionGGX(n, h, roughness);
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const float g = GeometrySmith(n, v, l, roughness);
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const float3 f = FresnelSchlick(hDotV, f0);
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const float3 specular = (d * g * f) / max(4.0f * nDotV * nDotL, PBR_EPSILON);
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const float3 kS = f;
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const float3 kD = (1.0f - kS) * (1.0f - metallic);
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const float3 diffuse = kD * baseColor.rgb / PBR_PI;
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const float visibility = SampleDirectionalShadow(input.shadowPosition, n, l);
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const float3 radiance = gLightColorIntensity.rgb * gLightColorIntensity.w;
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const float3 directLighting = (diffuse + specular) * radiance * nDotL * visibility;
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// [PBR-TEMP] 尚未接入 IBL 的低成本环境近似。
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const float3 ambientBase = (baseColor.rgb * (1.0f - metallic) + f0 * 0.25f) * ao;
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const float3 ambientLighting = ambientBase * gAmbientColorIntensity.rgb * gAmbientColorIntensity.w;
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const float3 emissive = gEmissiveTex.Sample(gMaterialSampler, input.uv0).rgb * gEmissiveFactor.rgb;
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float3 color = directLighting + ambientLighting + emissive;
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color *= max(gRenderParams.x, 0.0f);
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color = ToneMapACES(color);
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// Graphic 当前使用 UNORM back buffer,因此在 PS 中完成线性 -> 显示编码。
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color = pow(max(color, 0.0f), 1.0f / 2.2f);
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return float4(color, baseColor.a);
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}
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