From 00cc94901179d8405179b45dc559692219401a5e Mon Sep 17 00:00:00 2001 From: Azaezel Date: Fri, 15 Apr 2016 00:20:55 -0500 Subject: [PATCH] reimplements a form of subsurface scattering --- .../materials/processedShaderMaterial.cpp | 3 ++- .../lighting/advanced/vectorLightP.hlsl | 13 +++++++++-- .../gui/guiMaterialPropertiesWindow.ed.gui | 23 +++++++++++++++++++ 3 files changed, 36 insertions(+), 3 deletions(-) diff --git a/Engine/source/materials/processedShaderMaterial.cpp b/Engine/source/materials/processedShaderMaterial.cpp index 6ff609ebe..cd230ef53 100644 --- a/Engine/source/materials/processedShaderMaterial.cpp +++ b/Engine/source/materials/processedShaderMaterial.cpp @@ -1153,7 +1153,8 @@ void ProcessedShaderMaterial::_setShaderConstants(SceneRenderState * state, cons // Deferred Shading: Determine Material Info Flags S32 matInfoFlags = - (mMaterial->mEmissive[stageNum] ? 1 : 0); + (mMaterial->mEmissive[stageNum] ? 1 : 0) | //emissive + (mMaterial->mSubSurface[stageNum] ? 2 : 0); //subsurface mMaterial->mMatInfoFlags[stageNum] = matInfoFlags / 255.0f; shaderConsts->setSafe(handles->mMatInfoFlagsSC, mMaterial->mMatInfoFlags[stageNum]); if( handles->mAccuScaleSC->isValid() ) diff --git a/Templates/Full/game/shaders/common/lighting/advanced/vectorLightP.hlsl b/Templates/Full/game/shaders/common/lighting/advanced/vectorLightP.hlsl index 1a9726171..e6ec5afb9 100644 --- a/Templates/Full/game/shaders/common/lighting/advanced/vectorLightP.hlsl +++ b/Templates/Full/game/shaders/common/lighting/advanced/vectorLightP.hlsl @@ -202,6 +202,16 @@ float4 main( FarFrustumQuadConnectP IN ) : TORQUE_TARGET0 return float4(1.0, 1.0, 1.0, 0.0); } + float4 colorSample = TORQUE_TEX2D( colorBuffer, IN.uv0 ); + float3 subsurface = float3(0.0,0.0,0.0); + if (getFlag( matInfo.r, 1 )) + { + subsurface =colorSample; + if (colorSample.r>colorSample.g) + subsurface.r*=2; + else + subsurface.g*=2; + } // Sample/unpack the normal/z data float4 prepassSample = TORQUE_PREPASS_UNCONDITION( prePassBuffer, IN.uv0 ); float3 normal = prepassSample.rgb; @@ -314,6 +324,5 @@ float4 main( FarFrustumQuadConnectP IN ) : TORQUE_TARGET0 lightColorOut = debugColor; #endif - float4 colorSample = TORQUE_TEX2D( colorBuffer, IN.uv0 ); - return AL_DeferredOutput(lightColorOut, colorSample.rgb, matInfo, addToResult, specular, Sat_NL_Att); + return AL_DeferredOutput(lightColorOut+subsurface*(2.0-Sat_NL_Att), colorSample.rgb, matInfo, addToResult, specular, Sat_NL_Att); } diff --git a/Templates/Full/game/tools/materialEditor/gui/guiMaterialPropertiesWindow.ed.gui b/Templates/Full/game/tools/materialEditor/gui/guiMaterialPropertiesWindow.ed.gui index 63ce28e2a..1e3b98189 100644 --- a/Templates/Full/game/tools/materialEditor/gui/guiMaterialPropertiesWindow.ed.gui +++ b/Templates/Full/game/tools/materialEditor/gui/guiMaterialPropertiesWindow.ed.gui @@ -2240,6 +2240,29 @@ useMouseEvents = "0"; useInactiveState = "0"; }; + new GuiCheckBoxCtrl() { + canSaveDynamicFields = "0"; + internalName = "subSurfaceCheckbox"; + Enabled = "1"; + isContainer = "0"; + Profile = "ToolsGuiCheckBoxProfile"; + HorizSizing = "right"; + VertSizing = "bottom"; + position = "8 46"; + Extent = "79 16"; + MinExtent = "8 2"; + canSave = "1"; + Visible = "1"; + Command = "MaterialEditorGui.updateActiveMaterial(\"subSurface[\" @ MaterialEditorGui.currentLayer @ \"]\", $ThisControl.getValue());"; + tooltipprofile = "ToolsGuiDefaultProfile"; + ToolTip = "Enables the use of subsurface scattering for this layer."; + hovertime = "1000"; + text = "Sub Surface"; + groupNum = "-1"; + buttonType = "ToggleButton"; + useMouseEvents = "0"; + useInactiveState = "0"; + }; }; }; };