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| 1 | +MaterialDef PBR Lighting { |
| 2 | + |
| 3 | + MaterialParameters { |
| 4 | + Int BoundDrawBuffer |
| 5 | + |
| 6 | + // Alpha threshold for fragment discarding |
| 7 | + Float AlphaDiscardThreshold (AlphaTestFallOff) |
| 8 | + |
| 9 | + //metallicity of the material |
| 10 | + Float Metallic : 1.0 |
| 11 | + //Roughness of the material |
| 12 | + Float Roughness : 1.0 |
| 13 | + // Base material color |
| 14 | + Color BaseColor : 1.0 1.0 1.0 1.0 |
| 15 | + // The emissive color of the object |
| 16 | + Color Emissive |
| 17 | + // the emissive power |
| 18 | + Float EmissivePower : 3.0 |
| 19 | + // the emissive intensity |
| 20 | + Float EmissiveIntensity : 2.0 |
| 21 | + |
| 22 | + // BaseColor map |
| 23 | + Texture2D BaseColorMap |
| 24 | + |
| 25 | + // Metallic map |
| 26 | + Texture2D MetallicMap -LINEAR |
| 27 | + |
| 28 | + // Roughness Map |
| 29 | + Texture2D RoughnessMap -LINEAR |
| 30 | + |
| 31 | + //Metallic and Roughness are packed respectively in the b and g channel of a single map |
| 32 | + // r: AO (if AoPackedInMRMap is true) |
| 33 | + // g: Roughness |
| 34 | + // b: Metallic |
| 35 | + Texture2D MetallicRoughnessMap -LINEAR |
| 36 | + |
| 37 | + // Texture of the emissive parts of the material |
| 38 | + Texture2D EmissiveMap |
| 39 | + |
| 40 | + // Normal map |
| 41 | + Texture2D NormalMap -LINEAR |
| 42 | + // The scalar parameter applied to each normal vector of the normal map |
| 43 | + Float NormalScale |
| 44 | + |
| 45 | + //The type of normal map: -1.0 (DirectX), 1.0 (OpenGl) |
| 46 | + Float NormalType : -1.0 |
| 47 | + |
| 48 | + // For Spec gloss pipeline |
| 49 | + Boolean UseSpecGloss |
| 50 | + Texture2D SpecularMap |
| 51 | + Texture2D GlossinessMap |
| 52 | + Texture2D SpecularGlossinessMap |
| 53 | + Color Specular : 1.0 1.0 1.0 1.0 |
| 54 | + Float Glossiness : 1.0 |
| 55 | + |
| 56 | + // Parallax/height map |
| 57 | + Texture2D ParallaxMap -LINEAR |
| 58 | + |
| 59 | + // Specular-AA |
| 60 | + Boolean UseSpecularAA : true |
| 61 | + // screen space variance,Use the slider to set the strength of the geometric specular anti-aliasing effect between 0 and 1. Higher values produce a blurrier result with less aliasing. |
| 62 | + Float SpecularAASigma |
| 63 | + // clamping threshold,Use the slider to set a maximum value for the offset that HDRP subtracts from the smoothness value to reduce artifacts. |
| 64 | + Float SpecularAAKappa |
| 65 | + |
| 66 | + //Set to true if parallax map is stored in the alpha channel of the normal map |
| 67 | + Boolean PackedNormalParallax |
| 68 | + |
| 69 | + //Sets the relief height for parallax mapping |
| 70 | + Float ParallaxHeight : 0.05 |
| 71 | + |
| 72 | + //Set to true to activate Steep Parallax mapping |
| 73 | + Boolean SteepParallax |
| 74 | + |
| 75 | + //Horizon fade |
| 76 | + Boolean HorizonFade |
| 77 | + |
| 78 | + // Set to Use Lightmap |
| 79 | + Texture2D LightMap |
| 80 | + |
| 81 | + // A scalar multiplier controlling the amount of occlusion applied. |
| 82 | + // A value of `0.0` means no occlusion. A value of `1.0` means full occlusion. |
| 83 | + Float AoStrength |
| 84 | + |
| 85 | + // Set to use TexCoord2 for the lightmap sampling |
| 86 | + Boolean SeparateTexCoord |
| 87 | + // the light map is a grayscale ao map, only the r channel will be read. |
| 88 | + Boolean LightMapAsAOMap |
| 89 | + Boolean AoPackedInMRMap |
| 90 | + //shadows |
| 91 | + Int FilterMode |
| 92 | + Boolean HardwareShadows |
| 93 | + |
| 94 | + Texture2D ShadowMap0 |
| 95 | + Texture2D ShadowMap1 |
| 96 | + Texture2D ShadowMap2 |
| 97 | + Texture2D ShadowMap3 |
| 98 | + //pointLights |
| 99 | + Texture2D ShadowMap4 |
| 100 | + Texture2D ShadowMap5 |
| 101 | + |
| 102 | + Float ShadowIntensity |
| 103 | + Vector4 Splits |
| 104 | + Vector2 FadeInfo |
| 105 | + |
| 106 | + Matrix4 LightViewProjectionMatrix0 |
| 107 | + Matrix4 LightViewProjectionMatrix1 |
| 108 | + Matrix4 LightViewProjectionMatrix2 |
| 109 | + Matrix4 LightViewProjectionMatrix3 |
| 110 | + //pointLight |
| 111 | + Matrix4 LightViewProjectionMatrix4 |
| 112 | + Matrix4 LightViewProjectionMatrix5 |
| 113 | + Vector3 LightPos |
| 114 | + Vector3 LightDir |
| 115 | + |
| 116 | + Float PCFEdge |
| 117 | + Float ShadowMapSize |
| 118 | + |
| 119 | + // For hardware skinning |
| 120 | + Int NumberOfBones |
| 121 | + Matrix4Array BoneMatrices |
| 122 | + |
| 123 | + // For Morph animation |
| 124 | + FloatArray MorphWeights |
| 125 | + Int NumberOfMorphTargets |
| 126 | + Int NumberOfTargetsBuffers |
| 127 | + |
| 128 | + // For instancing |
| 129 | + Boolean UseInstancing |
| 130 | + |
| 131 | + // For Vertex Color |
| 132 | + Boolean UseVertexColor |
| 133 | + |
| 134 | + Boolean BackfaceShadows : false |
| 135 | + |
| 136 | + Boolean UseVertexColorsAsSunIntensity |
| 137 | + Float StaticSunIntensity |
| 138 | + Boolean BrightenIndoorShadows |
| 139 | + |
| 140 | + Int DebugValuesMode |
| 141 | + // debugs the final value of the selected layer as a color output: |
| 142 | + // Layers: |
| 143 | + // 0 - albedo (unshaded) |
| 144 | + // 1 - normals |
| 145 | + // 2 - roughness |
| 146 | + // 3 - metallic |
| 147 | + // 4 - ao |
| 148 | + // 5 - emissive |
| 149 | + } |
| 150 | + |
| 151 | + Technique { |
| 152 | + LightMode SinglePassAndImageBased |
| 153 | + |
| 154 | + VertexShader GLSL300 GLSL150 GLSL110: Common/MatDefs/Light/modular/PBRLighting.vert |
| 155 | + FragmentShader GLSL300 GLSL150 GLSL110: Common/MatDefs/Light/modular/PBRLighting.frag |
| 156 | + |
| 157 | + WorldParameters { |
| 158 | + WorldViewProjectionMatrix |
| 159 | + CameraPosition |
| 160 | + WorldMatrix |
| 161 | + WorldNormalMatrix |
| 162 | + ViewProjectionMatrix |
| 163 | + ViewMatrix |
| 164 | + } |
| 165 | + |
| 166 | + Defines { |
| 167 | + BOUND_DRAW_BUFFER: BoundDrawBuffer |
| 168 | + BASECOLORMAP : BaseColorMap |
| 169 | + NORMALMAP : NormalMap |
| 170 | + NORMALSCALE : NormalScale |
| 171 | + METALLICMAP : MetallicMap |
| 172 | + ROUGHNESSMAP : RoughnessMap |
| 173 | + EMISSIVEMAP : EmissiveMap |
| 174 | + EMISSIVE : Emissive |
| 175 | + SPECGLOSSPIPELINE : UseSpecGloss |
| 176 | + PARALLAXMAP : ParallaxMap |
| 177 | + NORMALMAP_PARALLAX : PackedNormalParallax |
| 178 | + STEEP_PARALLAX : SteepParallax |
| 179 | + LIGHTMAP : LightMap |
| 180 | + SEPARATE_TEXCOORD : SeparateTexCoord |
| 181 | + DISCARD_ALPHA : AlphaDiscardThreshold |
| 182 | + NUM_BONES : NumberOfBones |
| 183 | + INSTANCING : UseInstancing |
| 184 | + USE_PACKED_MR: MetallicRoughnessMap |
| 185 | + USE_PACKED_SG: SpecularGlossinessMap |
| 186 | + SPECULARMAP : SpecularMap |
| 187 | + SPECULAR_AA : UseSpecularAA |
| 188 | + SPECULAR_AA_SCREEN_SPACE_VARIANCE : SpecularAASigma |
| 189 | + SPECULAR_AA_THRESHOLD : SpecularAAKappa |
| 190 | + GLOSSINESSMAP : GlossinessMap |
| 191 | + NORMAL_TYPE: NormalType |
| 192 | + VERTEX_COLOR : UseVertexColor |
| 193 | + AO_MAP: LightMapAsAOMap |
| 194 | + AO_PACKED_IN_MR_MAP : AoPackedInMRMap |
| 195 | + AO_STRENGTH : AoStrength |
| 196 | + NUM_MORPH_TARGETS: NumberOfMorphTargets |
| 197 | + NUM_TARGETS_BUFFERS: NumberOfTargetsBuffers |
| 198 | + HORIZON_FADE: HorizonFade |
| 199 | + USE_VERTEX_COLORS_AS_SUN_INTENSITY : UseVertexColorsAsSunIntensity |
| 200 | + STATIC_SUN_INTENSITY : StaticSunIntensity |
| 201 | + BRIGHTEN_INDOOR_SHADOWS : BrightenIndoorShadows |
| 202 | + DEBUG_VALUES_MODE : DebugValuesMode |
| 203 | + } |
| 204 | + } |
| 205 | + |
| 206 | + |
| 207 | + Technique PreShadow { |
| 208 | + |
| 209 | + VertexShader GLSL300 GLSL150 GLSL100: Common/MatDefs/Shadow/PreShadow.vert |
| 210 | + FragmentShader GLSL300 GLSL150 GLSL100: Common/MatDefs/Shadow/PreShadowPBR.frag |
| 211 | + |
| 212 | + WorldParameters { |
| 213 | + WorldViewProjectionMatrix |
| 214 | + WorldViewMatrix |
| 215 | + ViewProjectionMatrix |
| 216 | + ViewMatrix |
| 217 | + } |
| 218 | + |
| 219 | + Defines { |
| 220 | + BOUND_DRAW_BUFFER: BoundDrawBuffer |
| 221 | + DISCARD_ALPHA : AlphaDiscardThreshold |
| 222 | + NUM_BONES : NumberOfBones |
| 223 | + INSTANCING : UseInstancing |
| 224 | + NUM_MORPH_TARGETS: NumberOfMorphTargets |
| 225 | + NUM_TARGETS_BUFFERS: NumberOfTargetsBuffers |
| 226 | + } |
| 227 | + |
| 228 | + ForcedRenderState { |
| 229 | + FaceCull Off |
| 230 | + DepthTest On |
| 231 | + DepthWrite On |
| 232 | + PolyOffset 5 3 |
| 233 | + ColorWrite Off |
| 234 | + } |
| 235 | + |
| 236 | + } |
| 237 | + |
| 238 | + |
| 239 | + Technique PostShadow { |
| 240 | + VertexShader GLSL310 GLSL300 GLSL150 GLSL100: Common/MatDefs/Shadow/PostShadow.vert |
| 241 | + FragmentShader GLSL310 GLSL300 GLSL150 GLSL100: Common/MatDefs/Shadow/PostShadowPBR.frag |
| 242 | + |
| 243 | + WorldParameters { |
| 244 | + WorldViewProjectionMatrix |
| 245 | + WorldMatrix |
| 246 | + ViewProjectionMatrix |
| 247 | + ViewMatrix |
| 248 | + } |
| 249 | + |
| 250 | + Defines { |
| 251 | + BOUND_DRAW_BUFFER: BoundDrawBuffer |
| 252 | + HARDWARE_SHADOWS : HardwareShadows |
| 253 | + FILTER_MODE : FilterMode |
| 254 | + PCFEDGE : PCFEdge |
| 255 | + DISCARD_ALPHA : AlphaDiscardThreshold |
| 256 | + SHADOWMAP_SIZE : ShadowMapSize |
| 257 | + FADE : FadeInfo |
| 258 | + PSSM : Splits |
| 259 | + POINTLIGHT : LightViewProjectionMatrix5 |
| 260 | + NUM_BONES : NumberOfBones |
| 261 | + INSTANCING : UseInstancing |
| 262 | + BACKFACE_SHADOWS: BackfaceShadows |
| 263 | + NUM_MORPH_TARGETS: NumberOfMorphTargets |
| 264 | + NUM_TARGETS_BUFFERS: NumberOfTargetsBuffers |
| 265 | + } |
| 266 | + |
| 267 | + ForcedRenderState { |
| 268 | + Blend Modulate |
| 269 | + DepthWrite Off |
| 270 | + PolyOffset -0.1 0 |
| 271 | + } |
| 272 | + } |
| 273 | + |
| 274 | + Technique PreNormalPass { |
| 275 | + |
| 276 | + VertexShader GLSL300 GLSL150 GLSL100 : Common/MatDefs/SSAO/normal.vert |
| 277 | + FragmentShader GLSL300 GLSL150 GLSL100 : Common/MatDefs/SSAO/normal.frag |
| 278 | + |
| 279 | + WorldParameters { |
| 280 | + WorldViewProjectionMatrix |
| 281 | + WorldViewMatrix |
| 282 | + NormalMatrix |
| 283 | + ViewProjectionMatrix |
| 284 | + ViewMatrix |
| 285 | + } |
| 286 | + |
| 287 | + Defines { |
| 288 | + BOUND_DRAW_BUFFER: BoundDrawBuffer |
| 289 | + BASECOLORMAP_ALPHA : BaseColorMap |
| 290 | + NUM_BONES : NumberOfBones |
| 291 | + INSTANCING : UseInstancing |
| 292 | + NUM_MORPH_TARGETS: NumberOfMorphTargets |
| 293 | + NUM_TARGETS_BUFFERS: NumberOfTargetsBuffers |
| 294 | + } |
| 295 | + |
| 296 | + } |
| 297 | + |
| 298 | + Technique Glow { |
| 299 | + |
| 300 | + VertexShader GLSL300 GLSL150 GLSL100: Common/MatDefs/Misc/Unshaded.vert |
| 301 | + FragmentShader GLSL300 GLSL150 GLSL100: Common/MatDefs/Light/PBRGlow.frag |
| 302 | + |
| 303 | + WorldParameters { |
| 304 | + WorldViewProjectionMatrix |
| 305 | + ViewProjectionMatrix |
| 306 | + ViewMatrix |
| 307 | + } |
| 308 | + |
| 309 | + Defines { |
| 310 | + HAS_EMISSIVEMAP : EmissiveMap |
| 311 | + HAS_EMISSIVECOLOR : Emissive |
| 312 | + BOUND_DRAW_BUFFER: BoundDrawBuffer |
| 313 | + NEED_TEXCOORD1 |
| 314 | + NUM_BONES : NumberOfBones |
| 315 | + INSTANCING : UseInstancing |
| 316 | + NUM_MORPH_TARGETS: NumberOfMorphTargets |
| 317 | + NUM_TARGETS_BUFFERS: NumberOfTargetsBuffers |
| 318 | + } |
| 319 | + } |
| 320 | + |
| 321 | +} |
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