Created
December 22, 2010 13:44
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Surface shaders using StitchUp
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// Normal-Diffuse.shader | |
surface Diffuse; | |
[params] | |
float4 Color : DIFFUSE_COLOR = float4(1, 1, 1, 1); | |
[textures] | |
Texture2D MainTex : DIFFUSE_TEXTURE; | |
[vertex] | |
float2 uv; | |
[interpolators] | |
float2 uv; | |
[lightingmodel Lambert] | |
[ps] | |
__hlsl__ | |
void surface(INPUT input, inout LambertSurfaceOutput output) | |
{ | |
float4 c = tex2D(MainTex, input.uv) * Color; | |
output.Diffuse = c.rgb; | |
output.Alpha = c.a; | |
} | |
__hlsl__ | |
// LightingModels\Lambert.fragment | |
fragment Lambert; | |
[headercode] | |
__hlsl__ | |
struct LambertSurfaceOutput | |
{ | |
float3 Diffuse; | |
float3 Normal; | |
float Alpha; | |
}; | |
float4 LightingLambert(LambertSurfaceOutput s, Light l, float attenuation, float3 viewDirection) | |
{ | |
float diffuse = max(0, dot(s.Normal, l.DirectionToLight)); | |
float4 c; | |
c.rgb = s.Diffuse * l.Color.rgb * (diffuse * attenuation * 2); | |
c.a = s.Alpha; | |
return c; | |
} | |
__hlsl__ | |
// Normal-Specular.shader | |
surface Specular; | |
[params] | |
float4 DiffuseColor : DIFFUSE_COLOR = float4(1, 1, 1, 1); | |
float4 SpecularColor : SPECULAR_COLOR = float4(0.5, 0.5, 0.5, 1); | |
float SpecularPower : SPECULAR_POWER; | |
[textures] | |
Texture2D MainTex : DIFFUSE_TEXTURE; | |
[vertex] | |
float2 uv; | |
[interpolators] | |
float2 uv; | |
[lightingmodel BlinnPhong] | |
[ps] | |
__hlsl__ | |
void surface(INPUT input, inout BlinnPhongSurfaceOutput output) | |
{ | |
float4 c = tex2D(MainTex, input.uv) * DiffuseColor; | |
output.Diffuse = c.rgb; | |
output.Alpha = c.a; | |
output.Specular = SpecularColor; | |
output.SpecularPower = SpecularPower; | |
} | |
__hlsl__ | |
// LightingModels\BlinnPhong.fragment | |
fragment BlinnPhong; | |
[headercode] | |
__hlsl__ | |
struct BlinnPhongSurfaceOutput | |
{ | |
float3 Diffuse; | |
float3 Normal; | |
float3 Specular; | |
float SpecularPower; | |
float Alpha; | |
}; | |
float4 LightingBlinnPhong(BlinnPhongSurfaceOutput s, Light l, float attenuation, float3 viewDirection) | |
{ | |
float3 half = normalize(l.DirectionToLight + viewDirection); | |
float diffuse = max(0, dot(s.Normal, l.DirectionToLight)); | |
float normalHalf = max(0.0001f, dot(s.Normal, half)); | |
float specular = pow(normalHalf, s.SpecularPower); | |
float4 c; | |
c.rgb = (l.Color * s.Diffuse * diffuse + l.Color.rgb * s.Specular.rgb * specular) * (attenuation * 2); | |
c.a = s.Alpha + l.Color.a * specular * attenuation; | |
return c; | |
} | |
__hlsl__ |
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