#include "stereokit.hlsli" //--name = dofdev/backbox //--color:color = 1, 1, 1, 1 float4 color; struct vsIn { float4 pos : SV_Position; float3 norm : NORMAL0; float4 col : COLOR0; }; struct psIn { float4 pos : SV_POSITION; 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)); 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 * 0.2, 1); return o; } float4 ps(psIn input) : SV_TARGET { return input.color; }