// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF // ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO // THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A // PARTICULAR PURPOSE. // // Copyright (c) Microsoft Corporation. All rights reserved. // // This file was generated by exporting HLSL from Visual Studio's default "Unlit" material, and then modified to handle both texture scenarios // \Common7\IDE\Extensions\Microsoft\VsGraphics\Assets\Effects\Unlit.dgsl // Texture2D Texture1 : register( t0 ); SamplerState TexSampler : register( s0 ); cbuffer MaterialVars : register (b0) { float4 MaterialAmbient; float4 MaterialDiffuse; float4 MaterialSpecular; float4 MaterialEmissive; float MaterialSpecularPower; }; cbuffer LightVars : register (b1) { float4 AmbientLight; float4 LightColor[4]; float4 LightAttenuation[4]; float3 LightDirection[4]; float LightSpecularIntensity[4]; uint IsPointLight[4]; uint ActiveLights; } cbuffer ObjectVars : register(b2) { float4x4 LocalToWorld4x4; float4x4 LocalToProjected4x4; float4x4 WorldToLocal4x4; float4x4 WorldToView4x4; float4x4 UVTransform4x4; float3 EyePosition; }; cbuffer MiscVars : register(b3) { float ViewportWidth; float ViewportHeight; float Time; }; struct V2P { float4 pos : SV_POSITION; float4 diffuse : COLOR; float2 uv : TEXCOORD0; float3 worldNorm : TEXCOORD1; float3 worldPos : TEXCOORD2; float3 toEye : TEXCOORD3; float4 tangent : TEXCOORD4; float3 normal : TEXCOORD5; }; struct P2F { float4 fragment : SV_Target; }; // // combines a float3 RGB value with an alpha value into a float4 // float4 CombineRGBWithAlpha(float3 rgb, float a) { return float4(rgb.r, rgb.g, rgb.b, a); } P2F main(V2P pixel) { P2F result; result.fragment = pixel.diffuse; return result; } P2F mainTk(V2P pixel) { P2F result; result.fragment = pixel.diffuse; if (result.fragment.a == 0.0f) discard; return result; } P2F mainTx(V2P pixel) { P2F result; // we need to normalize incoming vectors float3 surfaceNormal = normalize(pixel.normal); float3 surfaceTangent = normalize(pixel.tangent.xyz); float3 worldNormal = normalize(pixel.worldNorm); float3 toEyeVector = normalize(pixel.toEye); // construct tangent matrix float3x3 localToTangent = transpose(float3x3(surfaceTangent, cross(surfaceNormal, surfaceTangent) * pixel.tangent.w, surfaceNormal)); float3x3 worldToTangent = mul((float3x3)WorldToLocal4x4, localToTangent); // transform some vectors into tangent space float3 tangentLightDir = normalize(mul(LightDirection[0], worldToTangent)); float3 tangentToEyeVec = normalize(mul(toEyeVector, worldToTangent)); // BEGIN GENERATED CODE float3 local3 = pixel.diffuse.rgb * Texture1.Sample(TexSampler, pixel.uv).rgb; float local4 = pixel.diffuse.a * Texture1.Sample(TexSampler, pixel.uv).a; result.fragment = CombineRGBWithAlpha(local3, local4); // END GENERATED CODE return result; } P2F mainTxTk(V2P pixel) { P2F result; // we need to normalize incoming vectors float3 surfaceNormal = normalize(pixel.normal); float3 surfaceTangent = normalize(pixel.tangent.xyz); float3 worldNormal = normalize(pixel.worldNorm); float3 toEyeVector = normalize(pixel.toEye); // construct tangent matrix float3x3 localToTangent = transpose(float3x3(surfaceTangent, cross(surfaceNormal, surfaceTangent) * pixel.tangent.w, surfaceNormal)); float3x3 worldToTangent = mul((float3x3)WorldToLocal4x4, localToTangent); // transform some vectors into tangent space float3 tangentLightDir = normalize(mul(LightDirection[0], worldToTangent)); float3 tangentToEyeVec = normalize(mul(toEyeVector, worldToTangent)); // BEGIN GENERATED CODE float3 local3 = pixel.diffuse.rgb * Texture1.Sample(TexSampler, pixel.uv).rgb; float local4 = pixel.diffuse.a * Texture1.Sample(TexSampler, pixel.uv).a; result.fragment = CombineRGBWithAlpha(local3, local4); // END GENERATED CODE if (result.fragment.a == 0.0f) discard; return result; }