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H3VR-TNH-Quality-of-Life-Im…/Assets/Alloy/Shaders/Feature/CarPaint.cginc
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2022-01-22 20:13:49 -08:00
// Alloy Physical Shader Framework
// Copyright 2013-2017 RUST LLC.
// http://www.alloy.rustltd.com/
/////////////////////////////////////////////////////////////////////////////////
/// @file CarPaint.cginc
/// @brief View-dependent secondary color tint and metal flakes layers.
/////////////////////////////////////////////////////////////////////////////////
#ifndef ALLOY_SHADERS_FEATURE_CAR_PAINT_CGINC
#define ALLOY_SHADERS_FEATURE_CAR_PAINT_CGINC
#ifdef A_CAR_PAINT_ON
#ifndef A_METALLIC_ON
#define A_METALLIC_ON
#endif
#ifndef A_NORMAL_WORLD_ON
#define A_NORMAL_WORLD_ON
#endif
#ifndef A_VIEW_DIR_WORLD_ON
#define A_VIEW_DIR_WORLD_ON
#endif
#endif
#include "Assets/Alloy/Shaders/Framework/Feature.cginc"
#ifdef A_CAR_PAINT_ON
/// The primary paint tint color.
/// Expects a linear LDR color.
half3 _CarPrimaryColor;
/// The secondary paint tint color.
/// Expects a linear LDR color.
half3 _CarSecondaryColor;
/// The secondary paint tint color weight.
/// Expects values in the range [0,1].
half _CarSecondaryColorWeight;
/// Controls the width of the secondary paint tint color rim effect.
/// Expects values in the range [0,1].
half _CarSecondaryColorFalloff;
/// The metallic flake tint color.
/// Expects a linear LDR color.
half4 _CarFlakeColor;
/// Metal flake color in RGB, and weight in A.
/// Expects an RGBA map with sRGB sampling.
A_SAMPLER_2D(_CarFlakeMap);
/// Gamma applied to the metal flake weight map.
/// Expects values in the range [0.01,n].
half _CarFlakeMapFalloff;
/// The metal flake weight.
/// Expects values in the range [0,1].
half _CarFlakeWeight;
/// Controls the view-dependent spread of the metal flakes over the surface.
/// Expects values in the range [0,1].
half _CarFlakeSpread;
/// Controls the view-dependent spread of highlights over the metal flakes.
/// Expects values in the range [0,1].
half _CarFlakeHighlightSpread;
#endif
void aCarPaint(
inout ASurface s)
{
#ifdef A_CAR_PAINT_ON
// Multi-layer car paint.
// cf http://www.elliottpacel.co.uk/blog/pbr-practice
// cf http://blenderartists.org/forum/showthread.php?250127-Car-Paint-Materials-Iridescent-Layers-Carbon-Fiber-Leather&p=2083499&viewfull=1#post2083499
// Two-Tone Paint
half secondaryColorFalloff = 1.0h - pow(s.NdotV, 0.1 + 9.9h * _CarSecondaryColorFalloff);
half secondaryColorWeight = _CarSecondaryColorWeight * secondaryColorFalloff;
half3 paintColor = lerp(_CarPrimaryColor, _CarSecondaryColor, secondaryColorWeight);
s.baseColor *= aLerpWhiteTo(paintColor, s.mask);
// Metal Flakes
// NOTE: Metal brightness will overpower clearcoat, hiding roughness difference.
float2 flakeUv = A_TEX_TRANSFORM_UV(s, _CarFlakeMap);
half4 flakes = _CarFlakeColor * tex2D(_CarFlakeMap, flakeUv);
half flakeMask = pow(flakes.a, _CarFlakeMapFalloff);
half flakeSpread = pow(s.NdotV, _CarFlakeSpread * -9.9h + 10.0h); //[10,0]
half flakeWeight = s.mask * flakeMask * flakeSpread * _CarFlakeWeight;
s.baseColor = lerp(s.baseColor, flakes.rgb, flakeWeight);
s.metallic = lerp(s.metallic, 1.0h, flakeWeight);
s.roughness = lerp(s.roughness, 1.0h, flakeWeight * _CarFlakeHighlightSpread);
// Clear Coat
// NOTE: Only added to metallic parts, as dielectrics already have it.
s.baseColor += aSpecularityToF0(s.mask * s.specularity * s.metallic);
#endif
}
#endif // ALLOY_SHADERS_FEATURE_CAR_PAINT_CGINC