// BVLE Voxels - Toping Pixel Shader (Phase 4.2) // Simplified version of voxelPS: triplanar texture sampling + basic lighting. // No height-based blending (topings are small decorative meshes). #include "voxelCommon.hlsli" Texture2DArray materialTextures : register(t1); SamplerState texSampler : register(s0); struct PSInput { float4 position : SV_POSITION; float3 worldPos : WORLDPOS; float3 normal : NORMAL; nointerpolation uint materialID : MATERIALID; }; struct PSOutput { float4 color : SV_TARGET0; float4 normal : SV_TARGET1; }; [RootSignature(VOXEL_ROOTSIG)] PSOutput main(PSInput input) { PSOutput output; float3 N = normalize(input.normal); float tiling = textureTiling; // Material texture index (materialID 1-5 → array layer 0-4) uint texIdx = clamp(input.materialID - 1u, 0u, 4u); // Triplanar sampling (same as voxel PS) float3 blend = abs(N); blend = blend / (blend.x + blend.y + blend.z + 0.001); float4 xSample = materialTextures.Sample(texSampler, float3(input.worldPos.yz * tiling, (float)texIdx)); float4 ySample = materialTextures.Sample(texSampler, float3(input.worldPos.xz * tiling, (float)texIdx)); float4 zSample = materialTextures.Sample(texSampler, float3(input.worldPos.xy * tiling, (float)texIdx)); float3 texColor = (xSample.rgb * blend.x + ySample.rgb * blend.y + zSample.rgb * blend.z); float3 L = normalize(-sunDirection.xyz); float rawNdotL = dot(N, L); // ── Material-dependent lighting ───────────────────────────── // Stone (materialID=3): standard diffuse like voxel faces // Vegetation (grass etc.): stylized wrap lighting + translucency // inspired by Airborn Trees (simonschreibt.de/gat/airborn-trees/) float3 lit; float hemiLerp = N.y * 0.5 + 0.5; float3 V = normalize(cameraPosition.xyz - input.worldPos); if (input.materialID == 3u) { // Stone: classic Lambert + hemisphere ambient float NdotL = max(rawNdotL, 0.0); float3 ambient = lerp(groundAmbient.rgb, skyAmbient.rgb, hemiLerp); lit = texColor * (sunColor.rgb * NdotL + ambient); } else { // ── Vegetation: soft wrap lighting ────────────────────── // Half-Lambert: wraps light around the surface, no hard terminator float halfLambert = rawNdotL * 0.5 + 0.5; float wrap = halfLambert * halfLambert; // squared for falloff shape // Diffuse floor: even fully back-facing blades get some sun contribution // Simulates light scattering through dense grass (cheap GI approximation) wrap = max(wrap, 0.35); // Translucency: thin blades let light through from behind // Stronger effect to reduce contrast when orbiting around grass float backLight = saturate(dot(V, L)); float transAmount = (1.0 - saturate(rawNdotL)) * 0.6; float translucency = backLight * transAmount; // Hemisphere ambient for vegetation, scaled up 1.5x for inter-reflection float3 ambient = lerp(groundAmbient.rgb, skyAmbient.rgb, hemiLerp) * 1.5; // Wrap + translucency for soft, low-contrast vegetation shading float3 diffuse = sunColor.rgb * (wrap * 0.88 + translucency * 0.55); lit = texColor * (diffuse + ambient); } // ── Rim light (reduced on vegetation — thin geometry causes halos) ── float NdotV = saturate(dot(N, V)); float rimScale = (input.materialID == 3u) ? 1.0 : 0.3; // stone full, grass 30% float rim = pow(1.0 - NdotV, rimParams.x) * rimParams.y * rimScale; lit += rimColor.rgb * rim; output.color = float4(lit, 1.0); output.normal = float4(N, 0.0); return output; }