-
Notifications
You must be signed in to change notification settings - Fork 2
/
Copy pathMES40 PointLight.fxsub
253 lines (174 loc) · 12.8 KB
/
MES40 PointLight.fxsub
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
#if LIGHTSOURCES == 1
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
float PointLight_Intensity = 1;
float PointLight_Range = 10;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
float3 PointLight1_Pos : CONTROLOBJECT < string name = "MES40 PointLight1.pmx"; string item = "light"; >;
float PointLight1_Intensity_P : CONTROLOBJECT < string name = "MES40 PointLight1.pmx"; string item = "Intensity +"; >;
float PointLight1_Intensity_M : CONTROLOBJECT < string name = "MES40 PointLight1.pmx"; string item = "Intensity -"; >;
static float PointLight1_Intensity = PointLight_Intensity + PointLight1_Intensity_P*PointLight_Intensity - PointLight1_Intensity_M*PointLight_Intensity;
float PointLight1_Range_P : CONTROLOBJECT < string name = "MES40 PointLight1.pmx"; string item = "Range +"; >;
float PointLight1_Range_M : CONTROLOBJECT < string name = "MES40 PointLight1.pmx"; string item = "Range -"; >;
static float PointLight1_Range = PointLight_Range + PointLight1_Range_P*PointLight_Range - PointLight1_Range_M*PointLight_Range;
float PointLight1_Red : CONTROLOBJECT < string name = "MES40 PointLight1.pmx"; string item = "Red +"; >;
float PointLight1_Green : CONTROLOBJECT < string name = "MES40 PointLight1.pmx"; string item = "Green +"; >;
float PointLight1_Blue : CONTROLOBJECT < string name = "MES40 PointLight1.pmx"; string item = "Blue +"; >;
static float3 PointLight1_Color = float3(PointLight1_Red,PointLight1_Green,PointLight1_Blue);
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
float3 PointLight2_Pos : CONTROLOBJECT < string name = "MES40 PointLight2.pmx"; string item = "light"; >;
float PointLight2_Intensity_P : CONTROLOBJECT < string name = "MES40 PointLight2.pmx"; string item = "Intensity +"; >;
float PointLight2_Intensity_M : CONTROLOBJECT < string name = "MES40 PointLight2.pmx"; string item = "Intensity -"; >;
static float PointLight2_Intensity = PointLight_Intensity + PointLight2_Intensity_P*PointLight_Intensity - PointLight2_Intensity_M*PointLight_Intensity;
float PointLight2_Range_P : CONTROLOBJECT < string name = "MES40 PointLight2.pmx"; string item = "Range +"; >;
float PointLight2_Range_M : CONTROLOBJECT < string name = "MES40 PointLight2.pmx"; string item = "Range -"; >;
static float PointLight2_Range = PointLight_Range + PointLight2_Range_P*PointLight_Range - PointLight2_Range_M*PointLight_Range;
float PointLight2_Red : CONTROLOBJECT < string name = "MES40 PointLight2.pmx"; string item = "Red +"; >;
float PointLight2_Green : CONTROLOBJECT < string name = "MES40 PointLight2.pmx"; string item = "Green +"; >;
float PointLight2_Blue : CONTROLOBJECT < string name = "MES40 PointLight2.pmx"; string item = "Blue +"; >;
static float3 PointLight2_Color = float3(PointLight2_Red,PointLight2_Green,PointLight2_Blue);
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
float3 PointLight3_Pos : CONTROLOBJECT < string name = "MES40 PointLight3.pmx"; string item = "light"; >;
float PointLight3_Intensity_P : CONTROLOBJECT < string name = "MES40 PointLight3.pmx"; string item = "Intensity +"; >;
float PointLight3_Intensity_M : CONTROLOBJECT < string name = "MES40 PointLight3.pmx"; string item = "Intensity -"; >;
static float PointLight3_Intensity = PointLight_Intensity + PointLight3_Intensity_P*PointLight_Intensity - PointLight3_Intensity_M*PointLight_Intensity;
float PointLight3_Range_P : CONTROLOBJECT < string name = "MES40 PointLight3.pmx"; string item = "Range +"; >;
float PointLight3_Range_M : CONTROLOBJECT < string name = "MES40 PointLight3.pmx"; string item = "Range -"; >;
static float PointLight3_Range = PointLight_Range + PointLight3_Range_P*PointLight_Range - PointLight3_Range_M*PointLight_Range;
float PointLight3_Red : CONTROLOBJECT < string name = "MES40 PointLight3.pmx"; string item = "Red +"; >;
float PointLight3_Green : CONTROLOBJECT < string name = "MES40 PointLight3.pmx"; string item = "Green +"; >;
float PointLight3_Blue : CONTROLOBJECT < string name = "MES40 PointLight3.pmx"; string item = "Blue +"; >;
static float3 PointLight3_Color = float3(PointLight3_Red,PointLight3_Green,PointLight3_Blue);
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
float3 PointLight4_Pos : CONTROLOBJECT < string name = "MES40 PointLight4.pmx"; string item = "light"; >;
float PointLight4_Intensity_P : CONTROLOBJECT < string name = "MES40 PointLight4.pmx"; string item = "Intensity +"; >;
float PointLight4_Intensity_M : CONTROLOBJECT < string name = "MES40 PointLight4.pmx"; string item = "Intensity -"; >;
static float PointLight4_Intensity = PointLight_Intensity + PointLight4_Intensity_P*PointLight_Intensity - PointLight4_Intensity_M*PointLight_Intensity;
float PointLight4_Range_P : CONTROLOBJECT < string name = "MES40 PointLight4.pmx"; string item = "Range +"; >;
float PointLight4_Range_M : CONTROLOBJECT < string name = "MES40 PointLight4.pmx"; string item = "Range -"; >;
static float PointLight4_Range = PointLight_Range + PointLight4_Range_P*PointLight_Range - PointLight4_Range_M*PointLight_Range;
float PointLight4_Red : CONTROLOBJECT < string name = "MES40 PointLight4.pmx"; string item = "Red +"; >;
float PointLight4_Green : CONTROLOBJECT < string name = "MES40 PointLight4.pmx"; string item = "Green +"; >;
float PointLight4_Blue : CONTROLOBJECT < string name = "MES40 PointLight4.pmx"; string item = "Blue +"; >;
static float3 PointLight4_Color = float3(PointLight4_Red,PointLight4_Green,PointLight4_Blue);
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
float3 PointLight5_Pos : CONTROLOBJECT < string name = "MES40 PointLight5.pmx"; string item = "light"; >;
float PointLight5_Intensity_P : CONTROLOBJECT < string name = "MES40 PointLight5.pmx"; string item = "Intensity +"; >;
float PointLight5_Intensity_M : CONTROLOBJECT < string name = "MES40 PointLight5.pmx"; string item = "Intensity -"; >;
static float PointLight5_Intensity = PointLight_Intensity + PointLight5_Intensity_P*PointLight_Intensity - PointLight5_Intensity_M*PointLight_Intensity;
float PointLight5_Range_P : CONTROLOBJECT < string name = "MES40 PointLight5.pmx"; string item = "Range +"; >;
float PointLight5_Range_M : CONTROLOBJECT < string name = "MES40 PointLight5.pmx"; string item = "Range -"; >;
static float PointLight5_Range = PointLight_Range + PointLight5_Range_P*PointLight_Range - PointLight5_Range_M*PointLight_Range;
float PointLight5_Red : CONTROLOBJECT < string name = "MES40 PointLight5.pmx"; string item = "Red +"; >;
float PointLight5_Green : CONTROLOBJECT < string name = "MES40 PointLight5.pmx"; string item = "Green +"; >;
float PointLight5_Blue : CONTROLOBJECT < string name = "MES40 PointLight5.pmx"; string item = "Blue +"; >;
static float3 PointLight5_Color = float3(PointLight5_Red,PointLight5_Green,PointLight5_Blue);
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
struct PointLightVS_OUTPUT
{
float4 Pos : POSITION;
float2 Tex : TEXCOORD0;
float3 Normal : TEXCOORD1;
float3 Eye : TEXCOORD2;
float3 PointLightPos1 : TEXCOORD3;
float3 PointLightPos2 : TEXCOORD4;
float3 PointLightPos3 : TEXCOORD5;
float3 PointLightPos4 : TEXCOORD6;
float3 PointLightPos5 : TEXCOORD7;
};
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
PointLightVS_OUTPUT PointLight_VS(float4 Pos : POSITION, float3 Normal : NORMAL, float2 Tex : TEXCOORD0)
{
PointLightVS_OUTPUT Out = (PointLightVS_OUTPUT)0;
Out.Pos = mul( Pos, WorldViewProjMatrix_Final() );
Out.Normal = normalize( mul( Normal, (float3x3)WorldMatrix ) );
Out.Tex = Tex;
Out.PointLightPos1 = PointLight1_Pos - mul( Pos, WorldMatrix );
Out.PointLightPos2 = PointLight2_Pos - mul( Pos, WorldMatrix );
Out.PointLightPos3 = PointLight3_Pos - mul( Pos, WorldMatrix );
Out.PointLightPos4 = PointLight4_Pos - mul( Pos, WorldMatrix );
Out.PointLightPos5 = PointLight5_Pos - mul( Pos, WorldMatrix );
return Out;
}
float3 PointLight(float3 PointLightPos, float3 Color, float Range, float3 Normal)
{
float3 PointLight_Pos = normalize(PointLightPos);
float3 PointLight_Pos_ = PointLightPos;
#if LightSource_Use_Toon_Gradient == 0
float Gradient = 1;
#else
float Gradient = Toon_Gradient;
#endif
float3 Shade = saturate(dot(PointLight_Pos,Normal)*Gradient);
float Distance = length(PointLight_Pos_.xyz);
float Fade = saturate((1/(Distance+Distance))*Range);
float3 PointLight = Fade * Shade;
PointLight *= Color;
return PointLight;
}
// ピクセルシェーダ
float4 PointLight_PS(PointLightVS_OUTPUT IN) : COLOR
{
///////////////////////////////////////////////////////////////////////////////////////
#if LightSource_Use_NormalMap == 1
#ifdef NormalMapTexture
float4 NormalColor;
NormalColor.xyz = tex2D(NormalMapSamp,IN.Tex).rgb*2;
NormalColor.a = 1;
NormalColor.xyz = lerp(float3(0.5,0.5,1)*2,NormalColor.xyz,NormalMap_Intensity);
float3 Normal_Mapped = normalize(IN.Normal);
float3 v = normalize(IN.Eye);
float3x3 tangentFrame = compute_tangent_frame(Normal_Mapped, v, IN.Tex);
Normal_Mapped = (mul(NormalColor - 1.0f, tangentFrame));
#else
float3 Normal_Mapped = normalize(IN.Normal);
#endif
#else
float3 Normal_Mapped = normalize(IN.Normal);
#endif
///////////////////////////////////////////////////////////////////////////////////////
float3 PointLight1 = PointLight( IN.PointLightPos1, PointLight1_Color, PointLight1_Range, Normal_Mapped) *0.5;
float3 PointLight2 = PointLight( IN.PointLightPos2, PointLight2_Color, PointLight2_Range, Normal_Mapped) *0.5;
float3 PointLight3 = PointLight( IN.PointLightPos3, PointLight3_Color, PointLight3_Range, Normal_Mapped) *0.5;
float3 PointLight4 = PointLight( IN.PointLightPos4, PointLight4_Color, PointLight4_Range, Normal_Mapped) *0.5;
float3 PointLight5 = PointLight( IN.PointLightPos5, PointLight5_Color, PointLight5_Range, Normal_Mapped) *0.5;
///////////////////////////////////////////////////////////////////////////////////////
float4 Color = float4(0,0,0,1);
Color.rgb = (PointLight1*PointLight1_Intensity) + (PointLight2*PointLight2_Intensity) + (PointLight3*PointLight3_Intensity) + (PointLight4*PointLight4_Intensity) + (PointLight5*PointLight5_Intensity);
///////////////////////////////////////////////////////////////////////////////////////
#if LightSource_Use_SpecularMap == 1
#ifdef SpecularMapTexture
float4 SpecularLevel = tex2D(SpecularMapSamp, IN.Tex);
float SpecularLevelMono = (SpecularLevel.r+SpecularLevel.g+SpecularLevel.b)/3;
SpecularLevel.rgb = lerp(SpecularLevelMono,SpecularLevel.rgb,SpecularMap_Saturation);
#else
float4 SpecularLevel = float4(1,1,1,1);
#endif
Color.rgb *= SpecularLevel;
#endif
///////////////////////////////////////////////////////////////////////////////////////
return Color;
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#else
struct PointLightVS_OUTPUT
{
float4 Pos : POSITION;
};
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
PointLightVS_OUTPUT PointLight_VS(float4 Pos : POSITION)
{
PointLightVS_OUTPUT Out = (PointLightVS_OUTPUT)0;
Out.Pos = mul( Pos, WorldViewProjMatrix_Final() );
return Out;
}
float4 PointLight_PS() : COLOR
{
return float4(0,0,0,1);
}
#endif