Parallax Functions
This documentation article contains information functions of the UUSL. This information can be used as the reference document for writing shaders.
To start using common UUSL functionality, include the core/materials/shaders/api/parallax.h file.
#include <core/materials/shaders/api/parallax.h>
Parallax Structures#
struct ParallaxIn
Parallax occlusion mapping input structure containing vital information.Fields
- float3 view_ts - Normalized view direction in tangent space.
- float2 uv - Texture UV coordinates.
- float max_layers - Parallax occlusion maximum steps. Recommended value: [1, 64].
- float min_layers - Parallax occlusion minimum steps. Recommended value: [1, 64].
- float noise - Size of the noise used for parallax mapping. Recommended value: [0, 2].
- float scale - Parallax height map offset scale. Recommended value: [0, 0.2].
- float2 screen_coord - Screen-space coordinates.
- float uv_aspect_ratio - Aspect ratio of UV transform.
struct Parallax
Parallax occlusion mapping output structure.Fields
- float2 uv - UV modified by parallax occlusion mapping.
- float2 uv_offset - UV delta.
- float height - Current pixel parallax occlusion mapping height.
- float depth_offset - Current pixel depth modifier.
struct ParallaxShadowIn
Input data for the parallax occlusion shadowing.Fields
- float3 light_ts - Normalized light direction in tangent space.
- float max_layers - Parallax occlusion maximum steps. Recommended value: [1, 64].
- float min_layers - Parallax occlusion minimum steps. Recommended value: [1, 64].
- float noise - Size of the noise used for parallax mapping. Recommended value: [0, 2].
- float intensity - Shadow intensity. Recommended value: [0, inf).
- float softness - Shadow softness. Recommended value: [0, inf).
- float visible - Shadow visibility. Recommended value: [0, 1].
- float angle_visible - Visibility angle.
- float angle_visible_threshold - Visibility angle threshold.
Parallax Functions#
float4 parallaxCutoutUVTransform ( float4 parallax_uv_transform, float4 cutout_uv_transform ) #
Returns the UV transform for the cutout effect providing smooth edges between the opaque and transparent areas. The resulting UV transform is used as the cutout transform in the parallaxOcclusionMapping() function.Arguments
- float4 parallax_uv_transform - Parallax texture coordinates transformation: (X,Y) — scale, (Z,W) — offset.
- float4 cutout_uv_transform - UV transform: (X,Y) — scale, (Z,W) — offset.
Return value
Resulting UV transform: (X,Y) — scale, (Z,W) — offset.Parallax parallaxOcclusionMapping ( ParallaxIn data, float4 cutout_transform, Texture2D TEX_HEIGHT ) #
Returns the calculated parallax occlusion mapping data.Arguments
- ParallaxIn data - Parallax occlusion mapping input data.
- float4 cutout_transform - UV transform for the cutout effect.
- Texture2D TEX_HEIGHT - 2D height texture.
Return value
Parallax occlusion mapping output data.Parallax parallaxOcclusionMapping ( ParallaxIn data, Texture2D TEX_HEIGHT ) #
Returns the calculated parallax occlusion mapping data.Arguments
- ParallaxIn data - Parallax occlusion mapping input data.
- Texture2D TEX_HEIGHT - 2D height texture.
Return value
Parallax occlusion mapping output data.float parallaxShadow ( ParallaxShadowIn data, ParallaxIn data_p, Parallax parallax, Texture2D TEX_HEIGHT ) #
Returns the calculated shadow value for the parallax occlusion mapping effect.Arguments
- ParallaxShadowIn data - Input data for the parallax occlusion shadowing.
- ParallaxIn data_p - Parallax occlusion mapping input data.
- Parallax parallax - Parallax occlusion mapping output data.
- Texture2D TEX_HEIGHT - 2D height texture.
Return value
Shadow value.Usage Examples#
Basic#
BaseMaterial <parent=Unigine::mesh>
{
// optimization
State static_shadow = true
State vertex_velocity = false
State custom_depth = 1
Group "Base"
{
Texture2D albedo = "core/textures/common/checker_d.dds"
Color albedo = [1 1 1 1]
Slider specular = 0.5f
Slider translucent = 0.0f
Slider roughness = 1.0f
Slider metalness = 0.0f
}
Group "Parallax Occlusion Mapping"
{
Texture2D height = "core/textures/displacement_default.dds"
Slider parallax_height = 0.1 <min=0 max=0.2>
Slider parallax_min_layers = 1 <min=1 max=64>
Slider parallax_max_layers = 16 <min=1 max=64>
}
Shader vertex_struct =
#{
INIT_BASE_DATA
#}
Shader common =
#{
// Include builtin Parallax Occlusion Mapping functionality
#include <core/materials/shaders/api/parallax.h>
#}
Shader fragment =
#{
const float3x3 rotate_tangent_to_view = matrix3Col(DATA_TANGENT, DATA_BINORMAL, DATA_NORMAL);
float3 view = positionToViewDirection(DATA_POSITION);
// Fill GBuffer
OUT_FRAG_ALBEDO = var_albedo.rgb;
OUT_FRAG_SPECULAR = var_specular;
OUT_FRAG_TRANSLUCENT = var_translucent;
OUT_FRAG_ROUGHNESS = var_roughness;
OUT_FRAG_METALNESS = var_metalness;
float2 base_uv = DATA_UV.xy;
// Fill neccessary data for the Parallax Occlusion Mapping
ParallaxIn data;
data.uv_aspect_ratio = 1.0f;
data.screen_coord = IN_POSITION.xy;
data.min_layers = var_parallax_min_layers;
data.max_layers = var_parallax_max_layers;
data.view_ts = -normalize(mul3(view, rotate_tangent_to_view));
data.noise = 1.0f;
data.scale = var_parallax_height;
data.uv = base_uv;
// Compute parallax occlusion mapping
Parallax pom = parallaxOcclusionMapping(data, TEXTURE_OUT(tex_height));
// Update base texture UV
base_uv -= pom.uv_offset;
// Apply albedo texture
OUT_FRAG_ALBEDO *= TEXTURE(tex_albedo, base_uv).rgb;
#}
}
Advanced#
BaseMaterial <parent=Unigine::mesh>
{
// optimization
State static_shadow = true
State vertex_velocity = false
State custom_depth = 1
Group "Base"
{
Texture2D albedo = "core/textures/common/checker_d.dds"
UV uv_transform = [1 1 0 0]
Slider albedo_detail_visibility = 0.5
Texture2D albedo_detail = "core/textures/displacement_default.dds"
UV detail_uv_transform = [10 10 0 0]
Color albedo = [1 1 1 1]
Slider specular = 0.5f
Slider translucent = 0.0f
Slider roughness = 1.0f
Slider metalness = 0.0f
}
Group "Parallax Occlusion Mapping"
{
Texture2D height = "core/textures/displacement_default.dds"
Slider parallax_height = 0.1 <min=0 max=0.2>
Slider parallax_min_layers = 1 <min=1 max=64>
Slider parallax_max_layers = 16 <min=1 max=64>
State parallax_cutout = false
Group "Cutout" if [parallax_cutout] <toggle_state=parallax_cutout>
{
UV parallax_uv_transform = [1 1 0 0]
}
State parallax_depth_cutout = false
State parallax_shadow = false
}
Shader vertex_struct =
#{
INIT_BASE_DATA
#}
Shader common =
#{
// Include builtin Parallax Occlusion Mapping functionality
#include <core/materials/shaders/api/parallax.h>
#}
Shader fragment =
#{
const float3x3 rotate_tangent_to_view = matrix3Col(DATA_TANGENT, DATA_BINORMAL, DATA_NORMAL);
float3 view = positionToViewDirection(DATA_POSITION);
// Fill GBuffer
OUT_FRAG_ALBEDO = var_albedo.rgb;
OUT_FRAG_SPECULAR = var_specular;
OUT_FRAG_TRANSLUCENT = var_translucent;
OUT_FRAG_ROUGHNESS = var_roughness;
OUT_FRAG_METALNESS = var_metalness;
float2 detail_uv = uvTransform(DATA_UV.xy, var_detail_uv_transform);
float2 base_uv = uvTransform(DATA_UV.xy, var_uv_transform);
// Fill neccessary data for the Parallax Occlusion Mapping
ParallaxIn data;
data.uv_aspect_ratio = var_uv_transform.y / var_uv_transform.x;
data.screen_coord = IN_POSITION.xy;
data.min_layers = var_parallax_min_layers;
data.max_layers = var_parallax_max_layers;
data.view_ts = -normalize(mul3(view, rotate_tangent_to_view));
data.noise = 1.0f;
data.scale = var_parallax_height;
data.uv = base_uv;
// Compute POM data
#ifdef STATE_PARALLAX_CUTOUT
float4 cutout_transform = parallaxCutoutUVTransform(var_parallax_uv_transform, var_uv_transform);
Parallax pom = parallaxOcclusionMapping(data, cutout_transform, TEXTURE_OUT(tex_height));
if (pom.height < -EPSILON)
discard;
#else
Parallax pom = parallaxOcclusionMapping(data, TEXTURE_OUT(tex_height));
#endif
// Apply shadow from POM
#ifdef STATE_PARALLAX_SHADOW
ParallaxShadowIn data_shadow_in;
data_shadow_in.max_layers = var_parallax_max_layers;
data_shadow_in.min_layers = var_parallax_min_layers;
data_shadow_in.noise = 1.0f;
data_shadow_in.intensity = 0.5f;
data_shadow_in.softness = 4.0f;
data_shadow_in.visible = 1.0f;
data_shadow_in.angle_visible = 0.5;
data_shadow_in.angle_visible_threshold = 0.1;
float3 light_dir_ws = mul3(s_scattering_sun_dir, s_imodelview);
data_shadow_in.light_ts = normalize(mul(light_dir_ws, rotate_tangent_to_view));
float shadow = parallaxShadow(data_shadow_in, data, pom, TEXTURE_OUT(tex_height));
OUT_FRAG_ALBEDO *= shadow;
#endif
// Change depth buffer with POM's depth offset
#ifdef STATE_PARALLAX_DEPTH_CUTOUT
OUT_FRAG_DELTA_DEPTH = pom.depth_offset;
#endif
// Update base texture UV
base_uv -= pom.uv_offset;
// Update detail texture UV
pom.uv_offset /= var_uv_transform.xy;
detail_uv -= pom.uv_offset * var_detail_uv_transform.xy;
// Apply albedo texture
OUT_FRAG_ALBEDO *= TEXTURE(tex_albedo, base_uv).rgb;
OUT_FRAG_ALBEDO += TEXTURE(tex_albedo_detail, detail_uv).rgb * var_albedo_detail_visibility;
#}
}
Last update:
14.12.2022
Помогите сделать статью лучше
Была ли эта статья полезной?
(или выберите слово/фразу и нажмите Ctrl+Enter