/*********************************************************************NVMH3**** ******************************************************************************* $Revision: #4 $ Copyright NVIDIA Corporation 2008 TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA OR ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. % Simple edge lighting effect -- the color of the surface shifts % when viewed on-edge. Optionally, the light color can also % be effected -- the result of both is to create an illusion % of the surface being covered by some sort of smooth % barely-visible fuzz. keywords: material organic date: 070403 keywords: DirectX10 // Note that this version has twin versions of all techniques, // so that this single effect file can be used in *either* // DirectX9 or DirectX10 To learn more about shading, shaders, and to bounce ideas off other shader authors and users, visit the NVIDIA Shader Library Forums at: http://developer.nvidia.com/forums/ ******************************************************************************* ******************************************************************************/ /*****************************************************************/ /*** HOST APPLICATION IDENTIFIERS ********************************/ /*** Potentially predefined by varying host environments *********/ /*****************************************************************/ // #define _XSI_ /* predefined when running in XSI */ // #define TORQUE /* predefined in TGEA 1.7 and up */ // #define _3DSMAX_ /* predefined in 3DS Max */ #ifdef _3DSMAX_ int ParamID = 0x0003; /* Used by Max to select the correct parser */ #endif /* _3DSMAX_ */ #ifdef _XSI_ #define Main Static /* Technique name used for export to XNA */ #endif /* _XSI_ */ #ifndef FXCOMPOSER_VERSION /* for very old versions */ #define FXCOMPOSER_VERSION 180 #endif /* FXCOMPOSER_VERSION */ #ifndef DIRECT3D_VERSION #define DIRECT3D_VERSION 0x900 #endif /* DIRECT3D_VERSION */ #define FLIP_TEXTURE_Y /* Different in OpenGL & DirectX */ /*****************************************************************/ /*** EFFECT-SPECIFIC CODE BEGINS HERE ****************************/ /*****************************************************************/ /******* Lighting Macros *******/ /** To use "Object-Space" lighting definitions, change these two macros: **/ #define LIGHT_COORDS "World" // #define OBJECT_SPACE_LIGHTS /* Define if LIGHT_COORDS is "Object" */ float Script : STANDARDSGLOBAL < string UIWidget = "none"; string ScriptClass = "object"; string ScriptOrder = "standard"; string ScriptOutput = "color"; string Script = "Technique=Technique?Main:Main10;"; > = 0.8; /**** UNTWEAKABLES: Hidden & Automatically-Tracked Parameters **********/ // transform object vertices to world-space: float4x4 gWorldXf : World < string UIWidget="None"; >; // transform object normals, tangents, & binormals to world-space: float4x4 gWorldITXf : WorldInverseTranspose < string UIWidget="None"; >; // transform object vertices to view space and project them in perspective: float4x4 gWvpXf : WorldViewProjection < string UIWidget="None"; >; // provide tranform from "view" or "eye" coords back to world-space: float4x4 gViewIXf : ViewInverse < string UIWidget="None"; >; /*********** Tweakables **********************/ /// Point Lamp 0 //////////// float3 gLamp0Pos : POSITION < string Object = "PointLight0"; string UIName = "Lamp 0 Position"; string Space = (LIGHT_COORDS); > = {-0.5f,2.0f,1.25f}; float3 gLamp0Color : SPECULAR < string UIName = "Lamp 0"; string Object = "Pointlight0"; string UIWidget = "Color"; > = {1.0f,1.0f,1.0f}; // Ambient Light float3 gAmbiColor : AMBIENT < string UIName = "Ambient Light"; string UIWidget = "Color"; > = {0.07f,0.07f,0.07f}; ///// // surface color float3 gSurfaceColor : DIFFUSE < string UIName = "Surface"; string UIWidget = "Color"; > = {1,1,1}; float3 gEdgeColor < string UIName = "Edge"; string UIWidget = "Color"; > = {0.2f, 1.0f, 0.2f}; float gKs < string UIWidget = "slider"; float UIMin = 0.0; float UIMax = 1.0; float UIStep = 0.05; string UIName = "Specular"; > = 0.5; float gSpecExpon < string UIWidget = "slider"; float UIMin = 1.0; float UIMax = 128.0; float UIStep = 1.0; string UIName = "Specular Exponent"; > = 30.0; float gEdgeExpon < string UIWidget = "slider"; float UIMin = 0.1; float UIMax = 2.0; float UIStep = 0.01; string UIName = "Edging Exponent"; > = 0.6; float gEdgeFade < string UIWidget = "slider"; float UIMin = 0.0; float UIMax = 1.0; float UIStep = 0.01; string UIName = "Edging Amount"; > = 0.5; float gEdgeFadeL < string UIWidget = "slider"; float UIMin = 0.0; float UIMax = 1.0; float UIStep = 0.01; string UIName = "Edging Effect on Light"; > = -.0; // shared shadow mapping supported in Cg version /* data from application vertex buffer */ struct appdata { float3 Position : POSITION; float4 UV : TEXCOORD0; float4 Normal : NORMAL; float4 Tangent : TANGENT0; float4 Binormal : BINORMAL0; }; /* data passed from vertex shader to pixel shader */ struct vertexOutput { float4 HPosition : POSITION; float2 UV : TEXCOORD0; // The following values are passed in "World" coordinates since // it tends to be the most flexible and easy for handling // reflections, sky lighting, and other "global" effects. float3 LightVec : TEXCOORD1; float3 WorldNormal : TEXCOORD2; float3 WorldTangent : TEXCOORD3; float3 WorldBinormal : TEXCOORD4; float3 WorldView : TEXCOORD5; }; /*********** Generic Vertex Shader ******/ vertexOutput std_VS(appdata IN, uniform float4x4 WorldITXf, // our four standard "untweakable" xforms uniform float4x4 WorldXf, uniform float4x4 ViewIXf, uniform float4x4 WvpXf, uniform float3 LampPos) { vertexOutput OUT = (vertexOutput)0; OUT.WorldNormal = mul(IN.Normal,WorldITXf).xyz; OUT.WorldTangent = mul(IN.Tangent,WorldITXf).xyz; OUT.WorldBinormal = mul(IN.Binormal,WorldITXf).xyz; float4 Po = float4(IN.Position.xyz,1); // homogeneous location float4 Pw = mul(Po,WorldXf); // convert to "world" space #ifdef OBJECT_SPACE_LIGHTS float4 Lo = float4(LampPos.xyz,1.0); // homogeneous coordinates float4 Lw = mul(Lo,WorldXf); // convert to "world" space OUT.LightVec = (Lw.xyz - Pw.xyz); #else /* !OBJECT_SPACE_LIGHTS -- standard world-space lights */ OUT.LightVec = (LampPos - Pw.xyz); #endif /* !OBJECT_SPACE_LIGHTS */ #ifdef FLIP_TEXTURE_Y OUT.UV = float2(IN.UV.x,(1.0-IN.UV.y)); #else /* !FLIP_TEXTURE_Y */ OUT.UV = IN.UV.xy; #endif /* !FLIP_TEXTURE_Y */ OUT.WorldView = normalize(ViewIXf[3].xyz - Pw.xyz); OUT.HPosition = mul(Po,WvpXf); return OUT; } /********* pixel shader ********/ float4 edgePS(vertexOutput IN, uniform float3 SurfaceColor, uniform float3 EdgeColor, uniform float EdgeExpon, uniform float EdgeFade, uniform float EdgeFadeL, uniform float Ks, uniform float SpecExpon, uniform float3 LampColor, uniform float3 AmbiColor ) : COLOR { float3 Ln = normalize(IN.LightVec.xyz); float3 Vn = normalize(IN.WorldView); float3 Nn = normalize(IN.WorldNormal); float3 Hn = normalize(Vn + Ln); float ldn = dot(Ln,Nn); float4 lv = lit(ldn,dot(Hn,Nn),SpecExpon); float subd = abs(dot(Nn,Vn)); subd = pow(subd,EdgeExpon); float3 EdgedColor = lerp(EdgeColor,SurfaceColor,subd); EdgedColor = lerp(SurfaceColor,EdgedColor,EdgeFade); ldn = max(ldn,0); ldn = pow(ldn,EdgeExpon); float3 IncidentColor = lerp(EdgeColor,LampColor,ldn); IncidentColor = lerp(LampColor,IncidentColor,EdgeFadeL); float3 diffContrib = EdgedColor * (lv.y*IncidentColor + AmbiColor); float3 specContrib = Ks * lv.y * lv.z * IncidentColor; //return EdgedColor; return float4((diffContrib+specContrib).rgb,1); } /////////////////////////////////////// /// TECHNIQUES //////////////////////// /////////////////////////////////////// #if DIRECT3D_VERSION >= 0xa00 // // Standard DirectX10 Material State Blocks // RasterizerState DisableCulling { CullMode = NONE; }; DepthStencilState DepthEnabling { DepthEnable = TRUE; }; DepthStencilState DepthDisabling { DepthEnable = FALSE; DepthWriteMask = ZERO; }; BlendState DisableBlend { BlendEnable[0] = FALSE; }; technique10 Main10 < string Script = "Pass=p0;"; > { pass p0 < string Script = "Draw=geometry;"; > { SetVertexShader( CompileShader( vs_4_0, std_VS(gWorldITXf,gWorldXf, gViewIXf,gWvpXf, gLamp0Pos) ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, edgePS(gSurfaceColor,gEdgeColor, gEdgeExpon,gEdgeFade,gEdgeFadeL, gKs, gSpecExpon,gLamp0Color,gAmbiColor) ) ); SetRasterizerState(DisableCulling); SetDepthStencilState(DepthEnabling, 0); SetBlendState(DisableBlend, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF); } } #endif /* DIRECT3D_VERSION >= 0xa00 */ technique Main < string Script = "Pass=p0;"; > { pass p0 < string Script = "Draw=geometry;"; > { VertexShader = compile vs_3_0 std_VS(gWorldITXf,gWorldXf, gViewIXf,gWvpXf, gLamp0Pos); ZEnable = true; ZWriteEnable = true; ZFunc = LessEqual; AlphaBlendEnable = false; CullMode = None; PixelShader = compile ps_3_0 edgePS(gSurfaceColor,gEdgeColor, gEdgeExpon,gEdgeFade,gEdgeFadeL, gKs, gSpecExpon,gLamp0Color,gAmbiColor); } } /***************************** eof ***/