custom hand shader

This commit is contained in:
ethan merchant 2024-12-08 00:04:31 -05:00
parent 290ada0f0c
commit 041ceea867
2 changed files with 51 additions and 3 deletions

45
Assets/hand.hlsl Normal file
View file

@ -0,0 +1,45 @@
#include "stereokit.hlsli"
//--name = dofdev/hand
//--color:color = 1, 1, 1, 1
//--tex_scale = 1
//--diffuse = white
float4 color;
float tex_scale;
Texture2D diffuse : register(t0);
SamplerState diffuse_s : register(s0);
struct vsIn {
float4 pos : SV_Position;
float3 norm : NORMAL0;
float2 uv : TEXCOORD0;
float4 col : COLOR0;
};
struct psIn {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR0;
uint view_id : SV_RenderTargetArrayIndex;
};
psIn vs(vsIn input, uint id : SV_InstanceID) {
psIn o;
o.view_id = id % sk_view_count;
id = id / sk_view_count;
float3 world = mul(float4(input.pos.xyz, 1), sk_inst[id].world).xyz;
o.pos = mul(float4(world, 1), sk_viewproj[o.view_id]);
float3 normal = normalize(mul(input.norm, (float3x3)sk_inst[id].world));
o.uv = input.uv * tex_scale;
float3 norm_color = float3(0.5) + (normal * 0.5);
float3 norm_shade = float3(0.5) + (norm_color * 0.5);
o.color = float4(norm_shade, 1) * input.col; // input.col * color * sk_inst[id].color;
return o;
}
float4 ps(psIn input) : SV_TARGET {
float4 col = diffuse.Sample(diffuse_s, input.uv);
return input.color * col * float4(1, 1, 1, 0.1333);
}

View file

@ -8,6 +8,7 @@ static class Arts
static Model assets_model = Model.FromFile("meshes/assets.glb", Shader.Unlit); static Model assets_model = Model.FromFile("meshes/assets.glb", Shader.Unlit);
static Dictionary<string, Mesh> meshes = new(); static Dictionary<string, Mesh> meshes = new();
static Material mat_mono = new Material("mono.hlsl"); static Material mat_mono = new Material("mono.hlsl");
static Material mat_hand = Default.MaterialHand;
static Material mat_unlit = new Material("unlit.hlsl"); static Material mat_unlit = new Material("unlit.hlsl");
static Material mat_both = new Material("unlit.hlsl"); static Material mat_both = new Material("unlit.hlsl");
static Material mat_backface = new Material("backface.hlsl"); static Material mat_backface = new Material("backface.hlsl");
@ -43,13 +44,15 @@ static class Arts
// draw ontop of everything // draw ontop of everything
mat_colorcursor.DepthTest = DepthTest.Always; mat_colorcursor.DepthTest = DepthTest.Always;
mat_hand.Shader = Shader.FromFile("hand.hlsl");
} }
public static void Frame() public static void Frame()
{ {
if (SK.GetStepper<PassthroughFBExt>().Enabled) { // if (SK.GetStepper<PassthroughFBExt>().Enabled) {
Input.HandVisible(Handed.Max, false); // Input.HandVisible(Handed.Max, false);
} // }
// world // world
// Matrix m4_dof = Mono.dof_pose.ToMatrix(Mono.dof_scl); // Matrix m4_dof = Mono.dof_pose.ToMatrix(Mono.dof_scl);