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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 03:33:48 +00:00
commit
a4dcfb0cc2
4 changed files with 30 additions and 13 deletions
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@ -433,16 +433,24 @@ void dampen(inout Surface surface, sampler2D WetnessTexture, float accumTime, fl
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vec3 n = abs(surface.N);
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float ang = clamp(n.z, 0.04, 0.96);
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float speed = accumTime*(1.0-surface.roughness)*ang;
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vec2 wetoffset = vec2(speed,speed/2);
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float speed = -accumTime*(1.0-surface.linearRoughnessSq)*clamp((2.0-ang), 0.04, 0.96);
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if ((n.x > 0.0) || (n.y > 0.0))
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speed *= -1.0;
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vec2 wetoffset = vec2(speed,speed)*0.1;
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vec3 wetNormal = texture(WetnessTexture, float2(surface.P.xy*0.1+wetoffset)).xyz;
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wetNormal = lerp(wetNormal,texture(WetnessTexture,float2(surface.P.zx*0.1+wetoffset)).rgb ,n.y);
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wetNormal = lerp(wetNormal,texture(WetnessTexture,float2(surface.P.zy*0.1+wetoffset)).rgb ,n.x);
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surface.N = lerp(surface.N, wetNormal, degree);
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float wetness = texture(WetnessTexture, vec2(surface.P.xy*0.1+wetoffset)).b;
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wetness = lerp(wetness,texture(WetnessTexture,vec2(surface.P.zx*0.1+wetoffset)).b,n.y);
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wetness = lerp(wetness,texture(WetnessTexture,vec2(surface.P.zy*0.1+wetoffset)).b,n.x);
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wetness = pow(wetness*ang*degree,3);
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surface.roughness = lerp(surface.roughness, 0.04f, wetness);
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surface.baseColor.rgb = lerp(surface.baseColor.rgb, surface.baseColor.rgb*0.96+vec3(0.04,0.04,0.04), pow(wetness,5));
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surface.baseColor.rgb = lerp(surface.baseColor.rgb, surface.baseColor.rgb*0.6+float3(0.4,0.4,0.4)*wetness, wetness);
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surface.metalness = lerp(surface.metalness, 0.96, wetness);
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updateSurface(surface);
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}
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@ -436,16 +436,24 @@ void dampen(inout Surface surface, TORQUE_SAMPLER2D(WetnessTexture), float accum
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float3 n = abs(surface.N);
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float ang = clamp(n.z, 0.04, 0.96);
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float speed = accumTime*(1.0-surface.roughness)*ang;
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float2 wetoffset = float2(speed,speed/2);
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float speed = -accumTime*(1.0-surface.linearRoughnessSq)*clamp((2.0-ang), 0.04, 0.96);
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if ((n.x > 0.0) || (n.y > 0.0))
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speed *= -1.0;
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float2 wetoffset = float2(speed,speed)*0.1;
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float3 wetNormal = TORQUE_TEX2D(WetnessTexture, float2(surface.P.xy*0.1+wetoffset)).xyz;
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wetNormal = lerp(wetNormal,TORQUE_TEX2D(WetnessTexture,float2(surface.P.zx*0.1+wetoffset)).rgb ,n.y);
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wetNormal = lerp(wetNormal,TORQUE_TEX2D(WetnessTexture,float2(surface.P.zy*0.1+wetoffset)).rgb ,n.x);
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surface.N = lerp(surface.N, wetNormal, degree);
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float wetness = TORQUE_TEX2D(WetnessTexture, float2(surface.P.xy*0.1+wetoffset)).b;
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wetness = lerp(wetness,TORQUE_TEX2D(WetnessTexture,float2(surface.P.zx*0.1+wetoffset)).b,n.y);
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wetness = lerp(wetness,TORQUE_TEX2D(WetnessTexture,float2(surface.P.zy*0.1+wetoffset)).b,n.x);
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wetness = pow(wetness*ang*degree,3);
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surface.roughness = lerp(surface.roughness, 0.04f, wetness);
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surface.baseColor.rgb = lerp(surface.baseColor.rgb, surface.baseColor.rgb*0.96+float3(0.04,0.04,0.04), pow(wetness,5));
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surface.baseColor.rgb = lerp(surface.baseColor.rgb, surface.baseColor.rgb*0.6+float3(0.4,0.4,0.4)*wetness, wetness);
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surface.metalness = lerp(surface.metalness, 0.96, wetness);
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surface.Update();
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}
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@ -206,7 +206,7 @@ void main()
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vec2 envBRDF = textureLod(BRDFTexture, vec2(surface.NdotV, surface.roughness),0).rg;
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vec3 diffuse = irradiance * lerp(surface.baseColor.rgb, vec3(0.04f,0.04f,0.04f), surface.metalness);
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vec3 specularCol = ((specular * surface.baseColor.rgb) * envBRDF.x + envBRDF.y)*surface.metalness;
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vec3 specularCol = (specular * surface.f0 * envBRDF.x + envBRDF.y)*surface.metalness;
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float horizonOcclusion = 1.3;
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float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N));
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@ -156,6 +156,7 @@ float4 main(PFXVertToPix IN) : SV_TARGET
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if (SkylightDamp>0)
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wetAmmout += alpha;
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dampen(surface, TORQUE_SAMPLER2D_MAKEARG(WetnessTexture), accumTime, wetAmmout*dampness);
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// Radiance (Specular)
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@ -179,9 +180,9 @@ float4 main(PFXVertToPix IN) : SV_TARGET
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specular += TORQUE_TEXCUBEARRAYLOD(specularCubemapAR, dir, cubemapIdx, lod).xyz * contrib;
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}
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}
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#endif
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#endif
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if(skylightCubemapIdx != -1 && alpha >= 0.001)
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{
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{
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irradiance = lerp(irradiance,TORQUE_TEXCUBEARRAYLOD(irradianceCubemapAR, surface.N, skylightCubemapIdx, 0).xyz,alpha);
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specular = lerp(specular,TORQUE_TEXCUBEARRAYLOD(specularCubemapAR, surface.R, skylightCubemapIdx, lod).xyz,alpha);
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}
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@ -193,8 +194,8 @@ float4 main(PFXVertToPix IN) : SV_TARGET
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#endif
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float2 envBRDF = TORQUE_TEX2DLOD(BRDFTexture, float4(surface.NdotV, surface.roughness,0,0)).rg;
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float3 diffuse = irradiance * lerp(surface.baseColor.rgb, 0.04f, surface.metalness);
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float3 specularCol = ((specular * surface.baseColor.rgb) * envBRDF.x + envBRDF.y)*surface.metalness;
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float3 diffuse = irradiance * lerp(surface.baseColor.rgb, float3(0.04f,0.04f,0.04f), surface.metalness);
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float3 specularCol = (specular * surface.f0 * envBRDF.x + envBRDF.y)*surface.metalness;
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float horizonOcclusion = 1.3;
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float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N));
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