9f39644199
- The G-Buffer layout has been redesigned to be 96 bits per pixel. There are 24 unused bits that can be used for extra material parameters later (like clearcoat). - Add better debug views for the G-Buffer. - Use octahedron normal encoding. This yields the same results as the previous method but uses 16 bits less. - Use rg11fb10f for the environment mapping cubemaps. - Tweak the shadow mapping parameters and add a colored debug mode. - Only render shadow maps for objects that inherit from model-default.eff or model-pbr.eff instead of having a fallback Effect. Now transparent objects should be ignored (if they are marked as such with model-transparent or similar). - Remove the separate occlusion texture. Now the PBR Effect expects a single texture where R=occlusion, G=roughness and B=metallic.
167 lines
5.2 KiB
XML
167 lines
5.2 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/model-pbr</name>
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<parameters>
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<!-- Base Color -->
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<texture n="0">
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<type>white</type>
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</texture>
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<base-color-factor type="vec4d">1.0 1.0 1.0 1.0</base-color-factor>
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<!-- Normalmap -->
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<texture n="1">
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<type>null-normalmap</type>
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</texture>
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<!-- ORM Texture (Occlusion R, Roughness G and Metallic B) -->
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<texture n="2">
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<type>white</type>
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</texture>
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<metallic-factor type="float">1.0</metallic-factor>
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<roughness-factor type="float">1.0</roughness-factor>
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<!-- Emissive -->
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<texture n="3">
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<type>white</type>
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</texture>
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<emissive-factor type="vec3d">0.0 0.0 0.0</emissive-factor>
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<!-- Double Sided -->
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<cull-face>back</cull-face>
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<!-- Whether to flip the texture vertically -->
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<flip-vertically>false</flip-vertically>
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</parameters>
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<generate>
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<tangent type="int">6</tangent>
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<binormal type="int">7</binormal>
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</generate>
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<technique n="20">
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<scheme>hdr-geometry</scheme>
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<pass>
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<!-- Reverse floating point depth buffer -->
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<depth>
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<function>gequal</function>
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<near>1.0</near>
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<far>0.0</far>
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</depth>
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<stencil>
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<function>always</function>
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<value>8</value>
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<pass>replace</pass>
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</stencil>
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<texture-unit>
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<unit>0</unit>
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<type><use>texture[0]/type</use></type>
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<image><use>texture[0]/image</use></image>
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<filter><use>texture[0]/filter</use></filter>
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<mag-filter><use>texture[0]/mag-filter</use></mag-filter>
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<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
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</texture-unit>
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<texture-unit>
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<unit>1</unit>
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<type><use>texture[1]/type</use></type>
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<image><use>texture[1]/image</use></image>
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<filter><use>texture[1]/filter</use></filter>
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<mag-filter><use>texture[1]/mag-filter</use></mag-filter>
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<wrap-s><use>texture[1]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[1]/wrap-t</use></wrap-t>
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</texture-unit>
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<texture-unit>
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<unit>2</unit>
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<type><use>texture[2]/type</use></type>
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<image><use>texture[2]/image</use></image>
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<filter><use>texture[2]/filter</use></filter>
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<mag-filter><use>texture[2]/mag-filter</use></mag-filter>
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<wrap-s><use>texture[2]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[2]/wrap-t</use></wrap-t>
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</texture-unit>
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<texture-unit>
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<unit>3</unit>
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<type><use>texture[3]/type</use></type>
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<image><use>texture[3]/image</use></image>
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<filter><use>texture[3]/filter</use></filter>
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<mag-filter><use>texture[3]/mag-filter</use></mag-filter>
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<wrap-s><use>texture[3]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[3]/wrap-t</use></wrap-t>
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</texture-unit>
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<blend>0</blend>
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<rendering-hint>opaque</rendering-hint>
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<cull-face><use>cull-face</use></cull-face>
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<program>
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<vertex-shader>Shaders/HDR/geometry-pbr.vert</vertex-shader>
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<fragment-shader>Shaders/HDR/geometry-pbr.frag</fragment-shader>
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<fragment-shader>Shaders/HDR/gbuffer-include.frag</fragment-shader>
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<attribute>
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<name>tangent</name>
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<index>6</index>
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</attribute>
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<attribute>
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<name>binormal</name>
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<index>7</index>
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</attribute>
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</program>
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<uniform>
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<name>base_color_tex</name>
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<type>sampler-2d</type>
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<value type="int">0</value>
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</uniform>
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<uniform>
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<name>normal_tex</name>
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<type>sampler-2d</type>
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<value type="int">1</value>
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</uniform>
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<uniform>
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<name>orm_tex</name>
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<type>sampler-2d</type>
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<value type="int">2</value>
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</uniform>
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<uniform>
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<name>emissive_tex</name>
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<type>sampler-2d</type>
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<value type="int">3</value>
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</uniform>
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<uniform>
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<name>base_color_factor</name>
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<type>float-vec4</type>
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<value><use>base-color-factor</use></value>
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</uniform>
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<uniform>
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<name>metallic_factor</name>
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<type>float</type>
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<value><use>metallic-factor</use></value>
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</uniform>
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<uniform>
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<name>roughness_factor</name>
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<type>float</type>
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<value><use>roughness-factor</use></value>
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</uniform>
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<uniform>
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<name>emissive_factor</name>
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<type>float-vec3</type>
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<value><use>emissive-factor</use></value>
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</uniform>
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<uniform>
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<name>flip_vertically</name>
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<type>bool</type>
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<value><use>flip-vertically</use></value>
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</uniform>
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</pass>
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</technique>
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<technique n="119">
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<scheme>hdr-shadow</scheme>
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<pass>
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<color-mask type="vec4d">0 0 0 0</color-mask>
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<cull-face>back</cull-face>
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<blend>0</blend>
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<polygon-offset>
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<factor>1.1</factor>
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<units>4.0</units>
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</polygon-offset>
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<program>
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<vertex-shader>Shaders/HDR/geometry-shadow.vert</vertex-shader>
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<fragment-shader>Shaders/HDR/geometry-shadow.frag</fragment-shader>
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</program>
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</pass>
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</technique>
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</PropertyList>
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