From 00cc94901179d8405179b45dc559692219401a5e Mon Sep 17 00:00:00 2001 From: Azaezel Date: Fri, 15 Apr 2016 00:20:55 -0500 Subject: [PATCH 1/3] 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"; + }; }; }; }; From 88356ae37f23ef97ac46607a85a7a42873d4cbec Mon Sep 17 00:00:00 2001 From: Azaezel Date: Fri, 15 Apr 2016 16:06:10 -0500 Subject: [PATCH 2/3] subsurface followup: cleanups and corrections for vectorlightP, fillins for spot, point, and opengl equivalents --- .../common/lighting/advanced/gl/pointLightP.glsl | 14 ++++++++++++-- .../common/lighting/advanced/gl/spotLightP.glsl | 14 ++++++++++++-- .../common/lighting/advanced/gl/vectorLightP.glsl | 14 ++++++++++++-- .../common/lighting/advanced/pointLightP.hlsl | 13 +++++++++++-- .../common/lighting/advanced/spotLightP.hlsl | 14 ++++++++++++-- .../common/lighting/advanced/vectorLightP.hlsl | 8 ++++---- 6 files changed, 63 insertions(+), 14 deletions(-) diff --git a/Templates/Full/game/shaders/common/lighting/advanced/gl/pointLightP.glsl b/Templates/Full/game/shaders/common/lighting/advanced/gl/pointLightP.glsl index 8a1aae3ca..8fe127e04 100644 --- a/Templates/Full/game/shaders/common/lighting/advanced/gl/pointLightP.glsl +++ b/Templates/Full/game/shaders/common/lighting/advanced/gl/pointLightP.glsl @@ -147,6 +147,17 @@ void main() return; } + vec4 colorSample = texture( colorBuffer, uvScene ); + vec3 subsurface = vec3(0.0,0.0,0.0); + if (getFlag( matInfo.r, 1 )) + { + subsurface = colorSample.rgb; + if (colorSample.r>colorSample.g) + subsurface = vec3(0.772549, 0.337255, 0.262745); + else + subsurface = vec3(0.337255, 0.772549, 0.262745); + } + // Sample/unpack the normal/z data vec4 prepassSample = prepassUncondition( prePassBuffer, uvScene ); vec3 normal = prepassSample.rgb; @@ -258,6 +269,5 @@ void main() addToResult = ( 1.0 - shadowed ) * abs(lightMapParams); } - vec4 colorSample = texture( colorBuffer, uvScene ); - OUT_col = AL_DeferredOutput(lightColorOut, colorSample.rgb, matInfo, addToResult, specular, Sat_NL_Att); + OUT_col = AL_DeferredOutput(lightColorOut+subsurface*(1.0-Sat_NL_Att), colorSample.rgb, matInfo, addToResult, specular, Sat_NL_Att); } diff --git a/Templates/Full/game/shaders/common/lighting/advanced/gl/spotLightP.glsl b/Templates/Full/game/shaders/common/lighting/advanced/gl/spotLightP.glsl index e7f3e88a7..c6ffa02a0 100644 --- a/Templates/Full/game/shaders/common/lighting/advanced/gl/spotLightP.glsl +++ b/Templates/Full/game/shaders/common/lighting/advanced/gl/spotLightP.glsl @@ -89,6 +89,17 @@ void main() return; } + vec4 colorSample = texture( colorBuffer, uvScene ); + vec3 subsurface = vec3(0.0,0.0,0.0); + if (getFlag( matInfo.r, 1 )) + { + subsurface = colorSample.rgb; + if (colorSample.r>colorSample.g) + subsurface = vec3(0.772549, 0.337255, 0.262745); + else + subsurface = vec3(0.337255, 0.772549, 0.262745); + } + // Sample/unpack the normal/z data vec4 prepassSample = prepassUncondition( prePassBuffer, uvScene ); vec3 normal = prepassSample.rgb; @@ -195,6 +206,5 @@ void main() addToResult = ( 1.0 - shadowed ) * abs(lightMapParams); } - vec4 colorSample = texture( colorBuffer, uvScene ); - OUT_col = AL_DeferredOutput(lightColorOut, colorSample.rgb, matInfo, addToResult, specular, Sat_NL_Att); + OUT_col = AL_DeferredOutput(lightColorOut+subsurface*(1.0-Sat_NL_Att), colorSample.rgb, matInfo, addToResult, specular, Sat_NL_Att); } diff --git a/Templates/Full/game/shaders/common/lighting/advanced/gl/vectorLightP.glsl b/Templates/Full/game/shaders/common/lighting/advanced/gl/vectorLightP.glsl index 608524a5a..15e0bf477 100644 --- a/Templates/Full/game/shaders/common/lighting/advanced/gl/vectorLightP.glsl +++ b/Templates/Full/game/shaders/common/lighting/advanced/gl/vectorLightP.glsl @@ -202,6 +202,17 @@ void main() return; } + vec4 colorSample = texture( colorBuffer, uv0 ); + vec3 subsurface = vec3(0.0,0.0,0.0); + if (getFlag( matInfo.r, 1 )) + { + subsurface = colorSample.rgb; + if (colorSample.r>colorSample.g) + subsurface = vec3(0.772549, 0.337255, 0.262745); + else + subsurface = vec3(0.337255, 0.772549, 0.262745); + } + // Sample/unpack the normal/z data vec4 prepassSample = prepassUncondition( prePassBuffer, uv0 ); vec3 normal = prepassSample.rgb; @@ -312,6 +323,5 @@ void main() lightColorOut = debugColor; #endif - vec4 colorSample = texture( colorBuffer, uv0 ); - OUT_col = AL_DeferredOutput(lightColorOut, colorSample.rgb, matInfo, addToResult, specular, Sat_NL_Att); + OUT_col = AL_DeferredOutput(lightColorOut+subsurface*(1.0-Sat_NL_Att), colorSample.rgb, matInfo, addToResult, specular, Sat_NL_Att); } diff --git a/Templates/Full/game/shaders/common/lighting/advanced/pointLightP.hlsl b/Templates/Full/game/shaders/common/lighting/advanced/pointLightP.hlsl index 540fd65c7..a8c0ea105 100644 --- a/Templates/Full/game/shaders/common/lighting/advanced/pointLightP.hlsl +++ b/Templates/Full/game/shaders/common/lighting/advanced/pointLightP.hlsl @@ -149,6 +149,16 @@ float4 main( ConvexConnectP IN ) : TORQUE_TARGET0 { return float4(0.0, 0.0, 0.0, 0.0); } + float4 colorSample = TORQUE_TEX2D( colorBuffer, uvScene ); + float3 subsurface = float3(0.0,0.0,0.0); + if (getFlag( matInfo.r, 1 )) + { + subsurface = colorSample.rgb; + if (colorSample.r>colorSample.g) + subsurface = float3(0.772549, 0.337255, 0.262745); + else + subsurface = float3(0.337255, 0.772549, 0.262745); + } // Sample/unpack the normal/z data float4 prepassSample = TORQUE_PREPASS_UNCONDITION( prePassBuffer, uvScene ); @@ -263,6 +273,5 @@ float4 main( ConvexConnectP IN ) : TORQUE_TARGET0 addToResult = ( 1.0 - shadowed ) * abs(lightMapParams); } - float4 colorSample = TORQUE_TEX2D( colorBuffer, uvScene ); - return AL_DeferredOutput(lightColorOut, colorSample.rgb, matInfo, addToResult, specular, Sat_NL_Att); + return AL_DeferredOutput(lightColorOut+subsurface*(1.0-Sat_NL_Att), colorSample.rgb, matInfo, addToResult, specular, Sat_NL_Att); } diff --git a/Templates/Full/game/shaders/common/lighting/advanced/spotLightP.hlsl b/Templates/Full/game/shaders/common/lighting/advanced/spotLightP.hlsl index e1f3baf93..5040b15e2 100644 --- a/Templates/Full/game/shaders/common/lighting/advanced/spotLightP.hlsl +++ b/Templates/Full/game/shaders/common/lighting/advanced/spotLightP.hlsl @@ -87,6 +87,17 @@ float4 main( ConvexConnectP IN ) : TORQUE_TARGET0 return float4(0.0, 0.0, 0.0, 0.0); } + float4 colorSample = TORQUE_TEX2D( colorBuffer, uvScene ); + float3 subsurface = float3(0.0,0.0,0.0); + if (getFlag( matInfo.r, 1 )) + { + subsurface = colorSample.rgb; + if (colorSample.r>colorSample.g) + subsurface = float3(0.772549, 0.337255, 0.262745); + else + subsurface = float3(0.337255, 0.772549, 0.262745); + } + // Sample/unpack the normal/z data float4 prepassSample = TORQUE_PREPASS_UNCONDITION( prePassBuffer, uvScene ); float3 normal = prepassSample.rgb; @@ -194,6 +205,5 @@ float4 main( ConvexConnectP IN ) : TORQUE_TARGET0 addToResult = ( 1.0 - shadowed ) * abs(lightMapParams); } - float4 colorSample = TORQUE_TEX2D( colorBuffer, uvScene ); - return AL_DeferredOutput(lightColorOut, colorSample.rgb, matInfo, addToResult, specular, Sat_NL_Att); + return AL_DeferredOutput(lightColorOut+subsurface*(1.0-Sat_NL_Att), colorSample.rgb, matInfo, addToResult, specular, Sat_NL_Att); } diff --git a/Templates/Full/game/shaders/common/lighting/advanced/vectorLightP.hlsl b/Templates/Full/game/shaders/common/lighting/advanced/vectorLightP.hlsl index e6ec5afb9..956227909 100644 --- a/Templates/Full/game/shaders/common/lighting/advanced/vectorLightP.hlsl +++ b/Templates/Full/game/shaders/common/lighting/advanced/vectorLightP.hlsl @@ -206,11 +206,11 @@ float4 main( FarFrustumQuadConnectP IN ) : TORQUE_TARGET0 float3 subsurface = float3(0.0,0.0,0.0); if (getFlag( matInfo.r, 1 )) { - subsurface =colorSample; + subsurface = colorSample.rgb; if (colorSample.r>colorSample.g) - subsurface.r*=2; + subsurface = float3(0.772549, 0.337255, 0.262745); else - subsurface.g*=2; + subsurface = float3(0.337255, 0.772549, 0.262745); } // Sample/unpack the normal/z data float4 prepassSample = TORQUE_PREPASS_UNCONDITION( prePassBuffer, IN.uv0 ); @@ -324,5 +324,5 @@ float4 main( FarFrustumQuadConnectP IN ) : TORQUE_TARGET0 lightColorOut = debugColor; #endif - return AL_DeferredOutput(lightColorOut+subsurface*(2.0-Sat_NL_Att), colorSample.rgb, matInfo, addToResult, specular, Sat_NL_Att); + return AL_DeferredOutput(lightColorOut+subsurface*(1.0-Sat_NL_Att), colorSample.rgb, matInfo, addToResult, specular, Sat_NL_Att); } From 358bbdb7401c1a5d2c8387e9b72e12d4aa295430 Mon Sep 17 00:00:00 2001 From: Areloch Date: Wed, 25 May 2016 13:32:20 -0500 Subject: [PATCH 3/3] Removed script calls to some fields that no longer exist, which was causing console errors. --- .../game/tools/materialEditor/scripts/materialEditor.ed.cs | 3 --- .../game/tools/materialEditor/scripts/materialEditor.ed.cs | 3 --- 2 files changed, 6 deletions(-) diff --git a/Templates/Empty/game/tools/materialEditor/scripts/materialEditor.ed.cs b/Templates/Empty/game/tools/materialEditor/scripts/materialEditor.ed.cs index be7d55c39..c1f01f1a7 100644 --- a/Templates/Empty/game/tools/materialEditor/scripts/materialEditor.ed.cs +++ b/Templates/Empty/game/tools/materialEditor/scripts/materialEditor.ed.cs @@ -918,9 +918,6 @@ function MaterialEditorGui::guiSync( %this, %material ) MaterialEditorPropertiesWindow-->vertLitCheckbox.setValue((%material).vertLit[%layer]); MaterialEditorPropertiesWindow-->vertColorSwatch.color = (%material).vertColor[%layer]; MaterialEditorPropertiesWindow-->subSurfaceCheckbox.setValue((%material).subSurface[%layer]); - MaterialEditorPropertiesWindow-->subSurfaceColorSwatch.color = (%material).subSurfaceColor[%layer]; - MaterialEditorPropertiesWindow-->subSurfaceRolloffTextEdit.setText((%material).subSurfaceRolloff[%layer]); - MaterialEditorPropertiesWindow-->minnaertTextEdit.setText((%material).minnaertConstant[%layer]); // Animation properties MaterialEditorPropertiesWindow-->RotationAnimation.setValue(0); diff --git a/Templates/Full/game/tools/materialEditor/scripts/materialEditor.ed.cs b/Templates/Full/game/tools/materialEditor/scripts/materialEditor.ed.cs index be7d55c39..c1f01f1a7 100644 --- a/Templates/Full/game/tools/materialEditor/scripts/materialEditor.ed.cs +++ b/Templates/Full/game/tools/materialEditor/scripts/materialEditor.ed.cs @@ -918,9 +918,6 @@ function MaterialEditorGui::guiSync( %this, %material ) MaterialEditorPropertiesWindow-->vertLitCheckbox.setValue((%material).vertLit[%layer]); MaterialEditorPropertiesWindow-->vertColorSwatch.color = (%material).vertColor[%layer]; MaterialEditorPropertiesWindow-->subSurfaceCheckbox.setValue((%material).subSurface[%layer]); - MaterialEditorPropertiesWindow-->subSurfaceColorSwatch.color = (%material).subSurfaceColor[%layer]; - MaterialEditorPropertiesWindow-->subSurfaceRolloffTextEdit.setText((%material).subSurfaceRolloff[%layer]); - MaterialEditorPropertiesWindow-->minnaertTextEdit.setText((%material).minnaertConstant[%layer]); // Animation properties MaterialEditorPropertiesWindow-->RotationAnimation.setValue(0);