#include <stereokit.hlsli> #include <stereokit_pbr.hlsli> //--name = sk/default_pbr //--color:color = 1,1,1,1 //--emission_factor:color = 0,0,0,0 //--metallic = 0 //--roughness = 1 //--tex_scale = 1 float4 color; float4 emission_factor; float metallic; float roughness; float tex_scale; //--diffuse = white //--emission = white //--metal = white //--occlusion = white Texture2D diffuse : register(t0); SamplerState diffuse_s : register(s0); Texture2D emission : register(t1); SamplerState emission_s : register(s1); Texture2D metal : register(t2); SamplerState metal_s : register(s2); Texture2D occlusion : register(t3); SamplerState occlusion_s : register(s3); struct vsIn { float4 pos : SV_Position; float3 norm : NORMAL0; float2 uv : TEXCOORD0; float4 color : COLOR0; }; struct psIn { float4 pos : SV_POSITION; float3 normal : NORMAL0; float2 uv : TEXCOORD0; float4 color : COLOR0; float3 irradiance: COLOR1; float3 world : TEXCOORD1; float3 view_dir: TEXCOORD2; uint view_id : SV_RenderTargetArrayIndex; }; psIn vs(vsIn input, uint id : SV_InstanceID) { psIn o; o.view_id = id % sk_view_count; id = id / sk_view_count; o.world = mul(float4(input.pos.xyz, 1), sk_inst[id].world).xyz; o.pos = mul(float4(o.world, 1), sk_viewproj[o.view_id]); o.normal = normalize(mul(float4(input.norm, 0), sk_inst[id].world).xyz); o.uv = input.uv * tex_scale; o.color = input.color * sk_inst[id].color * color; o.irradiance = sk_lighting(o.normal); o.view_dir = sk_camera_pos[o.view_id].xyz - o.world; return o; } float4 ps(psIn input) : SV_TARGET { float4 albedo = diffuse .Sample(diffuse_s, input.uv) * input.color; float3 emissive = emission .Sample(emission_s, input.uv).rgb * emission_factor.rgb; float2 metal_rough = metal .Sample(metal_s, input.uv).gb; // rough is g, b is metallic float ao = occlusion.Sample(occlusion_s,input.uv).r; // occlusion is sometimes part of the metal tex, uses r channel float metallic_final = metal_rough.y * metallic; float rough_final = metal_rough.x * roughness; float4 color = sk_pbr_shade(albedo, input.irradiance, ao, metallic_final, rough_final, input.view_dir, input.normal); color.rgb += emissive; return color; }