#include "stereokit.hlsli" //--name = dofdev/backbox //--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; float3 normal : NORMAL0; float3 world_pos : WORLD; float3 cam_pos : TEXCOORD1; float3 cam_dir : TEXCOORD2; 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; 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; o.pos = mul(float4(world, 1), sk_viewproj[o.view_id]); o.world_pos = world; // flip input normals to treat backfaces like normal o.normal = normalize(mul(-input.norm, (float3x3)sk_inst[id].world)); o.uv = input.uv * tex_scale; o.color = color * sk_inst[id].color; return o; } float4 ps(psIn input) : SV_TARGET { float4 col = diffuse.Sample(diffuse_s, input.uv); 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 float value = 0.5; return lerp(col, float4(1), 0.666) * float4(fresnel * input.color.rgb * value, input.color.a); }