Jamie Greunbaum 8eaef49f2e - Added game room, including pool and skee-ball.
- Moved video screen into its own separate movie tent.
- Adjusted stable post-processing volume.
- Chickens are now at full volume.
- Added button to toggle chickens off and on.
2026-02-09 03:49:54 -05:00

205 lines
5.2 KiB
HLSL

#ifndef FILAMENT_MATERIAL_INPUTS
#define FILAMENT_MATERIAL_INPUTS
// Decide if we can skip lighting when dot(n, l) <= 0.0
#if defined(SHADING_MODEL_CLOTH)
#if !defined(MATERIAL_HAS_SUBSURFACE_COLOR)
#define MATERIAL_CAN_SKIP_LIGHTING
#endif
#elif defined(SHADING_MODEL_SUBSURFACE)
// Cannot skip lighting
#else
#define MATERIAL_CAN_SKIP_LIGHTING
#endif
struct MaterialInputs {
float4 baseColor;
#if !defined(SHADING_MODEL_UNLIT)
#if !defined(SHADING_MODEL_SPECULAR_GLOSSINESS)
float roughness;
#endif
#if !defined(SHADING_MODEL_CLOTH) && !defined(SHADING_MODEL_SPECULAR_GLOSSINESS)
float metallic;
float reflectance;
#endif
float ambientOcclusion;
#endif
float4 emissive;
#if !defined(SHADING_MODEL_CLOTH) && !defined(SHADING_MODEL_SUBSURFACE) && !defined(SHADING_MODEL_UNLIT)
float3 sheenColor;
float sheenRoughness;
#endif
float clearCoat;
float clearCoatRoughness;
float anisotropy;
float3 anisotropyDirection;
#if defined(SHADING_MODEL_SUBSURFACE) || defined(HAS_REFRACTION)
float thickness;
#endif
#if defined(SHADING_MODEL_SUBSURFACE)
float subsurfacePower;
float3 subsurfaceColor;
#endif
#if defined(SHADING_MODEL_CLOTH)
float3 sheenColor;
#if defined(MATERIAL_HAS_SUBSURFACE_COLOR)
float3 subsurfaceColor;
#endif
#endif
#if defined(SHADING_MODEL_SPECULAR_GLOSSINESS)
float3 specularColor;
float glossiness;
#endif
#if defined(MATERIAL_HAS_NORMAL)
float3 normal;
#endif
#if defined(MATERIAL_HAS_BENT_NORMAL)
float3 bentNormal;
#endif
#if defined(MATERIAL_HAS_CLEAR_COAT) && defined(MATERIAL_HAS_CLEAR_COAT_NORMAL)
float3 clearCoatNormal;
#endif
#if defined(MATERIAL_HAS_POST_LIGHTING_COLOR)
float4 postLightingColor;
#endif
#if !defined(SHADING_MODEL_CLOTH) && !defined(SHADING_MODEL_SUBSURFACE) && !defined(SHADING_MODEL_UNLIT)
#if defined(HAS_REFRACTION)
#if defined(MATERIAL_HAS_ABSORPTION)
float3 absorption;
#endif
#if defined(MATERIAL_HAS_TRANSMISSION)
float transmission;
#endif
#if defined(MATERIAL_HAS_IOR)
float ior;
#endif
#if defined(MATERIAL_HAS_MICRO_THICKNESS) && (REFRACTION_TYPE == REFRACTION_TYPE_THIN)
float microThickness;
#endif
#elif !defined(SHADING_MODEL_SPECULAR_GLOSSINESS)
#if defined(MATERIAL_HAS_IOR)
float ior;
#endif
#endif
#endif
};
void initMaterial(out MaterialInputs material) {
material = (MaterialInputs)0;
material.baseColor = 1.0;
#if !defined(SHADING_MODEL_UNLIT)
#if !defined(SHADING_MODEL_SPECULAR_GLOSSINESS)
material.roughness = 1.0;
#endif
#if !defined(SHADING_MODEL_CLOTH) && !defined(SHADING_MODEL_SPECULAR_GLOSSINESS)
material.metallic = 0.0;
material.reflectance = 0.5;
#endif
material.ambientOcclusion = 1.0;
#endif
material.emissive = float4(float3(0.0.xxx), 1.0);
#if !defined(SHADING_MODEL_CLOTH) && !defined(SHADING_MODEL_SUBSURFACE) && !defined(SHADING_MODEL_UNLIT)
#if defined(MATERIAL_HAS_SHEEN_COLOR)
material.sheenColor = float3(0.0.xxx);
material.sheenRoughness = 0.0;
#endif
#endif
#if defined(MATERIAL_HAS_CLEAR_COAT)
material.clearCoat = 1.0;
material.clearCoatRoughness = 0.0;
#endif
#if defined(MATERIAL_HAS_ANISOTROPY)
material.anisotropy = 0.0;
material.anisotropyDirection = float3(1.0, 0.0, 0.0);
#endif
#if defined(SHADING_MODEL_SUBSURFACE) || defined(HAS_REFRACTION)
material.thickness = 0.5;
#endif
#if defined(SHADING_MODEL_SUBSURFACE)
material.subsurfacePower = 12.234;
material.subsurfaceColor = float3(1.0.xxx);
#endif
#if defined(SHADING_MODEL_CLOTH)
material.sheenColor = sqrt(material.baseColor.rgb);
#if defined(MATERIAL_HAS_SUBSURFACE_COLOR)
material.subsurfaceColor = float3(0.0.xxx);
#endif
#endif
#if defined(SHADING_MODEL_SPECULAR_GLOSSINESS)
material.glossiness = 0.0;
material.specularColor = float3(0.0.xxx);
#endif
#if defined(MATERIAL_HAS_NORMAL)
material.normal = float3(0.0, 0.0, 1.0);
#endif
#if defined(MATERIAL_HAS_BENT_NORMAL)
material.bentNormal = float3(0.0, 0.0, 1.0);
#endif
#if defined(MATERIAL_HAS_CLEAR_COAT) && defined(MATERIAL_HAS_CLEAR_COAT_NORMAL)
material.clearCoatNormal = float3(0.0, 0.0, 1.0);
#endif
#if defined(MATERIAL_HAS_POST_LIGHTING_COLOR)
material.postLightingColor = float4(0.0.xxx);
#endif
#if !defined(SHADING_MODEL_CLOTH) && !defined(SHADING_MODEL_SUBSURFACE) && !defined(SHADING_MODEL_UNLIT)
#if defined(HAS_REFRACTION)
#if defined(MATERIAL_HAS_ABSORPTION)
material.absorption = float3(0.0.xxx);
#endif
#if defined(MATERIAL_HAS_TRANSMISSION)
material.transmission = 1.0;
#endif
#if defined(MATERIAL_HAS_IOR)
material.ior = 1.5;
#endif
#if defined(MATERIAL_HAS_MICRO_THICKNESS) && (REFRACTION_TYPE == REFRACTION_TYPE_THIN)
material.microThickness = 0.0;
#endif
#elif !defined(SHADING_MODEL_SPECULAR_GLOSSINESS)
#if defined(MATERIAL_HAS_IOR)
material.ior = 1.5;
#endif
#endif
#endif
}
#if defined(MATERIAL_HAS_CUSTOM_SURFACE_SHADING)
/** @public-api */
struct LightData {
float4 colorIntensity;
float3 l;
float NdotL;
float3 worldPosition;
float attenuation;
float visibility;
};
/** @public-api */
struct ShadingData {
float3 diffuseColor;
float perceptualRoughness;
float3 f0;
float roughness;
};
#endif
#endif // FILAMENT_MATERIAL_INPUTS