mirror of
https://github.com/muskit/H3VR-TNH-Quality-of-Life-Improvements.git
synced 2026-06-02 20:24:26 -07:00
105 lines
3.5 KiB
HLSL
Vendored
105 lines
3.5 KiB
HLSL
Vendored
// Alloy Physical Shader Framework
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// Copyright 2013-2017 RUST LLC.
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// http://www.alloy.rustltd.com/
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/////////////////////////////////////////////////////////////////////////////////
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/// @file CarPaint.cginc
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/// @brief View-dependent secondary color tint and metal flakes layers.
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/////////////////////////////////////////////////////////////////////////////////
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#ifndef ALLOY_SHADERS_FEATURE_CAR_PAINT_CGINC
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#define ALLOY_SHADERS_FEATURE_CAR_PAINT_CGINC
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#ifdef A_CAR_PAINT_ON
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#ifndef A_METALLIC_ON
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#define A_METALLIC_ON
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#endif
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#ifndef A_NORMAL_WORLD_ON
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#define A_NORMAL_WORLD_ON
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#endif
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#ifndef A_VIEW_DIR_WORLD_ON
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#define A_VIEW_DIR_WORLD_ON
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#endif
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#endif
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#include "Assets/Alloy/Shaders/Framework/Feature.cginc"
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#ifdef A_CAR_PAINT_ON
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/// The primary paint tint color.
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/// Expects a linear LDR color.
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half3 _CarPrimaryColor;
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/// The secondary paint tint color.
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/// Expects a linear LDR color.
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half3 _CarSecondaryColor;
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/// The secondary paint tint color weight.
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/// Expects values in the range [0,1].
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half _CarSecondaryColorWeight;
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/// Controls the width of the secondary paint tint color rim effect.
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/// Expects values in the range [0,1].
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half _CarSecondaryColorFalloff;
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/// The metallic flake tint color.
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/// Expects a linear LDR color.
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half4 _CarFlakeColor;
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/// Metal flake color in RGB, and weight in A.
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/// Expects an RGBA map with sRGB sampling.
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A_SAMPLER_2D(_CarFlakeMap);
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/// Gamma applied to the metal flake weight map.
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/// Expects values in the range [0.01,n].
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half _CarFlakeMapFalloff;
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/// The metal flake weight.
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/// Expects values in the range [0,1].
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half _CarFlakeWeight;
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/// Controls the view-dependent spread of the metal flakes over the surface.
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/// Expects values in the range [0,1].
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half _CarFlakeSpread;
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/// Controls the view-dependent spread of highlights over the metal flakes.
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/// Expects values in the range [0,1].
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half _CarFlakeHighlightSpread;
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#endif
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void aCarPaint(
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inout ASurface s)
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{
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#ifdef A_CAR_PAINT_ON
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// Multi-layer car paint.
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// cf http://www.elliottpacel.co.uk/blog/pbr-practice
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// cf http://blenderartists.org/forum/showthread.php?250127-Car-Paint-Materials-Iridescent-Layers-Carbon-Fiber-Leather&p=2083499&viewfull=1#post2083499
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// Two-Tone Paint
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half secondaryColorFalloff = 1.0h - pow(s.NdotV, 0.1 + 9.9h * _CarSecondaryColorFalloff);
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half secondaryColorWeight = _CarSecondaryColorWeight * secondaryColorFalloff;
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half3 paintColor = lerp(_CarPrimaryColor, _CarSecondaryColor, secondaryColorWeight);
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s.baseColor *= aLerpWhiteTo(paintColor, s.mask);
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// Metal Flakes
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// NOTE: Metal brightness will overpower clearcoat, hiding roughness difference.
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float2 flakeUv = A_TEX_TRANSFORM_UV(s, _CarFlakeMap);
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half4 flakes = _CarFlakeColor * tex2D(_CarFlakeMap, flakeUv);
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half flakeMask = pow(flakes.a, _CarFlakeMapFalloff);
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half flakeSpread = pow(s.NdotV, _CarFlakeSpread * -9.9h + 10.0h); //[10,0]
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half flakeWeight = s.mask * flakeMask * flakeSpread * _CarFlakeWeight;
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s.baseColor = lerp(s.baseColor, flakes.rgb, flakeWeight);
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s.metallic = lerp(s.metallic, 1.0h, flakeWeight);
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s.roughness = lerp(s.roughness, 1.0h, flakeWeight * _CarFlakeHighlightSpread);
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// Clear Coat
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// NOTE: Only added to metallic parts, as dielectrics already have it.
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s.baseColor += aSpecularityToF0(s.mask * s.specularity * s.metallic);
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#endif
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}
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#endif // ALLOY_SHADERS_FEATURE_CAR_PAINT_CGINC
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