fresnel effect

This commit is contained in:
ethan merchant 2024-11-10 06:34:40 -05:00
parent 17f38b83bd
commit cfbd489c22

View file

@ -8,11 +8,15 @@ float4 color;
struct vsIn { struct vsIn {
float4 pos : SV_Position; float4 pos : SV_Position;
float3 norm : NORMAL0; float3 norm : NORMAL0;
float4 col : COLOR0; // float4 col : COLOR0;
}; };
struct psIn { struct psIn {
float4 pos : SV_POSITION; float4 pos : SV_POSITION;
float4 color : COLOR0; float4 color : COLOR0;
float3 normal : NORMAL0;
float3 world_pos : WORLD;
float3 cam_pos : TEXCOORD1;
float3 cam_dir : TEXCOORD2;
uint view_id : SV_RenderTargetArrayIndex; uint view_id : SV_RenderTargetArrayIndex;
}; };
@ -21,24 +25,26 @@ psIn vs(vsIn input, uint id : SV_InstanceID) {
o.view_id = id % sk_view_count; o.view_id = id % sk_view_count;
id = id / sk_view_count; id = id / sk_view_count;
o.cam_pos = sk_camera_pos[o.view_id].xyz;
o.cam_dir = sk_camera_dir[o.view_id].xyz;
float3 world = mul(float4(input.pos.xyz, 1), sk_inst[id].world).xyz; float3 world = mul(float4(input.pos.xyz, 1), sk_inst[id].world).xyz;
o.pos = mul(float4(world, 1), sk_viewproj[o.view_id]); o.pos = mul(float4(world, 1), sk_viewproj[o.view_id]);
o.world_pos = world;
// flip input normals to treat backfaces like normal // flip input normals to treat backfaces like normal
float3 normal = normalize(mul(-input.norm, (float3x3)sk_inst[id].world)); o.normal = normalize(mul(-input.norm, (float3x3)sk_inst[id].world));
o.color = color * sk_inst[id].color;
float3 norm_shade = float3(0.5) + (normal * 0.5);
// float3 norm_shade = float3(0.5) + (norm_color * 0.5);
float3 view_dir = normalize(world - sk_camera_pos[o.view_id]);
// o.color = norm_shaed * clamp(dot(o.normal, -view_dir), 0, 0.2);
// rim lighting
float rim = 1.0 - saturate(dot(normalize(view_dir), normal));
o.color = float4(norm_shade * rim * rim * 0.0666, 1);
return o; return o;
} }
float4 ps(psIn input) : SV_TARGET { float4 ps(psIn input) : SV_TARGET {
return input.color; float3 view_dir = normalize(input.world_pos - input.cam_pos);
// Fresnel effect calculation
float fresnel = 1.0 - saturate(dot(-view_dir, input.normal));
fresnel = pow(fresnel, 5.0); // Adjust power for different falloff rates
return float4(fresnel * input.color.rgb, input.color.a);
} }