#include "common_defines.h" #include "shader_common.h" // Apparently tools don't like unbounded/bindless texture arrays, so use the real constant for now Texture2DArray Tex[NUM_UNIQUE_TEXTURES] : register(t0); sampler Sampler : register(s0); float4 asteroid_ps(in float4 position : SV_Position, in VSOut vs_output) : SV_Target { // Tweaking float3 lightPos = float3(0.5, -0.25, -1); bool applyNoise = true; bool applyLight = true; bool applyCoverage = true; float3 normal = normalize(vs_output.normalWorld); // Triplanar projection float3 blendWeights = abs(normalize(vs_output.positionModel)); float3 uvw = vs_output.positionModel * 0.5f + 0.5f; // Tighten up the blending zone blendWeights = saturate((blendWeights - 0.2f) * 7.0f); blendWeights /= (blendWeights.x + blendWeights.y + blendWeights.z).xxx; float3 coords1 = float3(uvw.yz, 0); float3 coords2 = float3(uvw.zx, 1); float3 coords3 = float3(uvw.xy, 2); // TODO: Should really branch out zero'd weight ones, but FXC is being a pain // and forward substituting the above and then refusing to compile "divergent" // coordinates... float3 detailTex = 0.0f; detailTex += blendWeights.x * Tex[vs_output.textureId].Sample(Sampler, coords1).xyz; detailTex += blendWeights.y * Tex[vs_output.textureId].Sample(Sampler, coords2).xyz; detailTex += blendWeights.z * Tex[vs_output.textureId].Sample(Sampler, coords3).xyz; float wrap = 0.0f; float wrap_diffuse = saturate((dot(normal, normalize(lightPos)) + wrap) / (1.0f + wrap)); float light = 3.0f * wrap_diffuse + 0.06f; // Approximate partial coverage on distant asteroids (by fading them out) float coverage = saturate(position.z * 4000.0f); float3 color = vs_output.albedo; [flatten] if (applyNoise) color = color * (2.0f * detailTex); [flatten] if (applyLight) color = color * light; [flatten] if (applyCoverage) color = color * coverage; return float4(color, 1.0f); }