Grozz Posted November 24, 2016 Share Posted November 24, 2016 Hi! I just searched for lighting effects, and i found a shader for XNA. Its an Ambient and Diffuse lighting shader with Shadow Maps: #define GENERATE_NORMALS #include "mta-helper.fx" //------------------------------------------------------------------------------ // File: BasicRender.fx // // Copyright (c) Microsoft Corporation. All rights reserved. //------------------------------------------------------------------------------ //------------------------------------------------------------------------------ // Global variables //------------------------------------------------------------------------------ float4 g_MaterialAmbientColor = {0.05f, 0.05f, 0.05f, 0.05f}; // Material's ambient color float4 g_MaterialDiffuseColor = {0.75f, 0.75f, 0.75f, 0.75f}; // Material's diffuse color float3 g_LightPos = {1000, 2000, 1000}; // Position of light float3 g_LightDir = {0, 0, 0}; // Direction of light (temp) float4x4 g_mLightView; // View matrix of light float4x4 g_mLightProj; // Projection matrix of light float4 g_LightDiffuse = {0.75f, 0.75f, 0.75f, 0.75f}; // Light's diffuse color float4 g_LightAmbient = {0.05f, 0.05f, 0.05f, 0.05f}; // Light's ambient color texture g_MeshTexture; // Color texture for mesh texture g_ShadowMapTexture; // Shadow map texture for lighting float4x4 g_mWorld; // World matrix for object float3 g_CameraPos; // Camera position for scene View float4x4 g_mCameraView; // Camera's view matrix float4x4 g_mCameraProj; // Projection matrix //------------------------------------------------------------------------------ // Texture samplers //------------------------------------------------------------------------------ sampler MeshTextureSampler = sampler_state { Texture = (gTexture0); MipFilter = LINEAR; MinFilter = LINEAR; MagFilter = LINEAR; }; sampler ShadowMapSampler = sampler_state { Texture = <g_ShadowMapTexture>; MinFilter = POINT; MagFilter = POINT; MipFilter = POINT; AddressU = Clamp; AddressV = Clamp; }; //------------------------------------------------------------------------------ // Vertex shader output structure //------------------------------------------------------------------------------ struct VS_OUTPUT { float4 Position : POSITION0; // vertex position float2 TextureUV : TEXCOORD0; // vertex texture coords float3 vNormal : TEXCOORD1; float4 vPos : TEXCOORD2; }; struct PS_INPUT { float2 TextureUV : TEXCOORD0; // vertex texture coords float3 vNormal : TEXCOORD1; float4 vPos : TEXCOORD2; }; struct VS_SHADOW_OUTPUT { float4 Position : POSITION; float Depth : TEXCOORD0; }; //------------------------------------------------------------------------------ // Utility function(s) //------------------------------------------------------------------------------ float4x4 CreateLookAt(float3 gView, float3 gProjection, float3 up) { float3 zaxis = normalize(gView - gProjection); float3 xaxis = normalize(cross(up, zaxis)); float3 yaxis = cross(zaxis, xaxis); float4x4 view = { xaxis.x, yaxis.x, zaxis.x, 0, xaxis.y, yaxis.y, zaxis.y, 0, xaxis.z, yaxis.z, zaxis.z, 0, -dot(xaxis, gView), -dot(yaxis, gView), -dot(zaxis, gView), 1 }; return view; } float4 GetPositionFromLight(float4 position) { float4x4 WorldViewProjection = mul(mul(gWorld, gLightDiffuse), gLightDirection); return mul(position, WorldViewProjection); } //------------------------------------------------------------------------------ // This shader computes rudimentary transform and lighting. // The XNA VertexDeclaration of our models is PositionNormalTexture. //------------------------------------------------------------------------------ VS_OUTPUT RenderShadowsVS( float3 position : POSITION, float3 normal : NORMAL, float2 vTexCoord0 : TEXCOORD0 ) { VS_OUTPUT Output; //generate the world-view-projection matrix float4x4 wvp = mul(mul(gWorld, gView), gProjection); //transform the input position to the output Output.Position = mul(float4(position, 1.0), wvp); //transform the normal to world space Output.vNormal = mul(normal, gWorld); //do not transform the position needed for the //shadow map determination Output.vPos = float4(position,1.0); //pass the texture coordinate as-is Output.TextureUV = vTexCoord0; //return the output structure return Output; } VS_SHADOW_OUTPUT RenderShadowMapVS(float4 vPos: POSITION) { VS_SHADOW_OUTPUT Out; Out.Position = GetPositionFromLight(vPos); // Depth is Z/W. This is returned by the pixel shader. // Subtracting from 1 gives us more precision in floating point. Out.Depth.x = 1-(Out.Position.z/Out.Position.w); return Out; } //------------------------------------------------------------------------------ // Pixel shader output structure //------------------------------------------------------------------------------ struct PS_OUTPUT { float4 RGBColor : COLOR0; // Pixel color }; //------------------------------------------------------------------------------ // This shader outputs the pixel's color by modulating the texture's // color with diffuse material color //------------------------------------------------------------------------------ PS_OUTPUT RenderShadowsPS( PS_INPUT In ) { PS_OUTPUT Output; // Standard lighting equation float4 vTotalLightDiffuse = float4(0.1f,0.1f,0.1f,0.1f); float3 lightDir = normalize(g_LightPos+In.vPos); // direction of light vTotalLightDiffuse += g_LightDiffuse * max(0,dot(In.vNormal, lightDir)); vTotalLightDiffuse.a = 0.5f; // Now, consult the ShadowMap to see if we're in shadow float4 lightingPosition = GetPositionFromLight(In.vPos);// Get our position on the shadow map // Get the shadow map depth value for this pixel float2 ShadowTexC = 0.5 * lightingPosition.xy / lightingPosition.w + float2( 0.5, 0.5 ); ShadowTexC.y = 1.0f - ShadowTexC.y; float shadowdepth = tex2D(ShadowMapSampler, ShadowTexC).r; // Check our value against the depth value float ourdepth = 1 + (lightingPosition.z / lightingPosition.w); // Check the shadowdepth against the depth of this pixel // a fudge factor is added to account for floating-point error if (shadowdepth-0.03 > ourdepth) { // we're in shadow, cut the light vTotalLightDiffuse = float4(0,0,0,1); }; Output.RGBColor = tex2D(MeshTextureSampler, In.TextureUV) * (vTotalLightDiffuse + g_LightAmbient); return Output; } PS_OUTPUT DiffuseOnlyPS(VS_OUTPUT In) : COLOR { PS_OUTPUT Output; //calculate per-pixel diffuse float3 directionToLight = normalize(g_LightPos - In.vPos); float diffuseIntensity = saturate( dot(directionToLight, In.vNormal)); float4 diffuse = g_LightDiffuse * diffuseIntensity; float4 color = diffuse + g_LightAmbient; color.a = 0.0; Output.RGBColor = tex2D(MeshTextureSampler, In.TextureUV) * color; return Output; } PS_OUTPUT TextureOnlyPS(float2 TextureUV : TEXCOORD0) : COLOR { PS_OUTPUT Output; Output.RGBColor = tex2D(MeshTextureSampler, TextureUV); return Output; } float4 RenderShadowMapPS( VS_SHADOW_OUTPUT In ) : COLOR { // The depth is Z divided by W. We return // this value entirely in a 32-bit red channel // using SurfaceFormat.Single. This preserves the // floating-point data for finer detail. return float4(In.Depth.x,0,0,1); } //------------------------------------------------------------------------------ // Renders scene to render target //------------------------------------------------------------------------------ technique TextureRender { pass P0 { VertexShader = compile vs_2_0 RenderShadowsVS(); PixelShader = compile ps_2_0 TextureOnlyPS(); } pass P1 { VertexShader = compile vs_2_0 RenderShadowsVS(); PixelShader = compile ps_2_0 RenderShadowsPS(); } pass P2 { // These render states are necessary to get a shadow map. // You should consider resetting CullMode and AlphaBlendEnable // before you render your main scene. CullMode = CW; ZEnable = TRUE; ZWriteEnable = TRUE; AlphaBlendEnable = TRUE; VertexShader = compile vs_2_0 RenderShadowMapVS(); PixelShader = compile ps_2_0 RenderShadowMapPS(); } } This is not the original .fx file, i configured it for MTA. The diffuse and the ambient light works correctly, but not generating shadows. Any Idea? Link to comment
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