bvle-voxels/shaders/voxelPS.hlsl
Samuel Bouchet 3d0c4f2f80 Phase 4.2+7: grass blade rework + soft RT shadows + toping BLAS optimization
Grass blades:
- Leaf-shaped profile (4 sections: base→belly→taper→tip) instead of spiky triangles
- Wider blades (base 0.055-0.095), more spacing between blades (±0.07 scatter)
- Natural green texture (50,140,35 → 80,180,55) instead of neon lime
- Reduced warm shift and removed artificial saturation boost
- Side faces at 60% brightness (dark green) instead of 38% (near-black)

Soft RT shadows:
- 2 jittered shadow rays per pixel with IGN+Cranley-Patterson temporal variation
- 2.3° cone around sun direction for soft penumbra
- Gradual shadow factor (0-100%) instead of binary on/off

Performance:
- Toping BLAS removed from TLAS (23M+ tris caused massive ray traversal slowdown)
- Toping BLAS position/index buffer construction skipped entirely
- Shadow rays reduced from 4 to 2 (temporal accumulation compensates)
2026-03-29 19:46:25 +02:00

335 lines
14 KiB
HLSL

// BVLE Voxels - Pixel Shader (Triplanar textured with PS-based height blending)
// Phase 3 v2: reads voxel data directly in PS for neighbor material lookups.
// Two independent blend axes (U/V), corner attenuation, winner-takes-all heightmap.
#include "voxelCommon.hlsli"
Texture2DArray materialTextures : register(t1);
SamplerState materialSampler : register(s0);
// Voxel data buffer (same as compute mesher uses) — bound at t3 in GPU mesh path
StructuredBuffer<uint> voxelData : register(t3);
StructuredBuffer<GPUChunkInfo> chunkInfoBuffer : register(t2);
struct PSInput {
float4 position : SV_POSITION;
float3 worldPos : WORLDPOS;
float3 normal : NORMAL;
float2 uv : TEXCOORD0;
nointerpolation uint materialID : MATERIALID;
nointerpolation uint faceID : FACEID;
nointerpolation float debugFlag : DEBUGFLAG;
nointerpolation uint chunkIndex : CHUNKINDEX;
};
// ── Constants ──────────────────────────────────────────────────────
static const uint CSIZE = 32;
static const uint CVOL = CSIZE * CSIZE * CSIZE;
// Face normals: +X, -X, +Y, -Y, +Z, -Z
static const int3 faceNormals[6] = {
int3( 1, 0, 0), int3(-1, 0, 0),
int3( 0, 1, 0), int3( 0,-1, 0),
int3( 0, 0, 1), int3( 0, 0,-1)
};
// Face tangent axes (U, V) — must match voxelVS.hlsl faceU/faceV
static const int3 faceUDirs[6] = {
int3(0, 1, 0), int3(0, 1, 0),
int3(1, 0, 0), int3(1, 0, 0),
int3(1, 0, 0), int3(1, 0, 0)
};
static const int3 faceVDirs[6] = {
int3(0, 0, 1), int3(0, 0, 1),
int3(0, 0, 1), int3(0, 0, 1),
int3(0, 1, 0), int3(0, 1, 0)
};
// ── Voxel data read helpers ────────────────────────────────────────
// Read material ID from voxel data (16-bit voxels packed as uint16 pairs)
// Returns high 8 bits = material ID, 0 = air
uint readVoxelMat(int3 coord, uint chunkIdx) {
// Compute chunk-local coords and check bounds
GPUChunkInfo info = chunkInfoBuffer[chunkIdx];
float3 chunkOrigin = info.worldPos.xyz;
// coord is in world voxel space — convert to chunk-local
int3 local = coord - (int3)chunkOrigin;
// Out of this chunk's bounds → treat as air (no cross-chunk lookup for now)
if (any(local < 0) || any(local >= (int3)CSIZE))
return 0;
uint flatIdx = (uint)local.x + (uint)local.y * CSIZE + (uint)local.z * CSIZE * CSIZE;
uint pairIndex = flatIdx >> 1;
uint shift = (flatIdx & 1) * 16;
// voxelData is laid out as: all chunks packed sequentially
// Each chunk is CVOL/2 uints (16384 uints = 32^3 voxels / 2 per uint)
uint bufferOffset = chunkIdx * (CVOL / 2);
uint voxel = (voxelData[bufferOffset + pairIndex] >> shift) & 0xFFFF;
return voxel >> 8; // high 8 bits = material ID
}
// Get neighbor material with stair priority:
// Check pos + edgeDir + normalDir FIRST (the stair block that visually masks the edge),
// then fallback to pos + edgeDir if stair is air.
uint getNeighborMat(int3 voxelCoord, int3 edgeDir, int3 normalDir, uint chunkIdx) {
// Stair neighbor (priority): the block that sits at the edge AND is offset by the normal
int3 stairPos = voxelCoord + edgeDir + normalDir;
uint stairMat = readVoxelMat(stairPos, chunkIdx);
if (stairMat > 0)
return stairMat;
// Planar neighbor (fallback): the adjacent block in the face plane
int3 planarPos = voxelCoord + edgeDir;
return readVoxelMat(planarPos, chunkIdx);
}
// ── Noise for transition variation ─────────────────────────────────
float hash31(float3 p) {
float3 q = frac(p * float3(127.1, 311.7, 74.7));
q += dot(q, q.yzx + 33.33);
return frac((q.x + q.y) * q.z);
}
// ── Triplanar helpers ──────────────────────────────────────────────
float3 triplanarWeights(float3 normal, float sharpness) {
float3 w = abs(normal);
w = pow(w, (float3)sharpness);
return w / (w.x + w.y + w.z + 0.0001);
}
// Triplanar sampling — RGB only (non-blended path)
float3 sampleTriplanar(float3 worldPos, float3 normal, uint texIndex, float tiling) {
float3 w = triplanarWeights(normal, 4.0);
float3 colX = materialTextures.Sample(materialSampler, float3(worldPos.yz * tiling, (float)texIndex)).rgb;
float3 colY = materialTextures.Sample(materialSampler, float3(worldPos.xz * tiling, (float)texIndex)).rgb;
float3 colZ = materialTextures.Sample(materialSampler, float3(worldPos.xy * tiling, (float)texIndex)).rgb;
return colX * w.x + colY * w.y + colZ * w.z;
}
// Triplanar sampling — RGBA (includes heightmap in alpha)
float4 sampleTriplanarRGBA(float3 worldPos, float3 normal, uint texIndex, float tiling) {
float3 w = triplanarWeights(normal, 4.0);
float4 colX = materialTextures.Sample(materialSampler, float3(worldPos.yz * tiling, (float)texIndex));
float4 colY = materialTextures.Sample(materialSampler, float3(worldPos.xz * tiling, (float)texIndex));
float4 colZ = materialTextures.Sample(materialSampler, float3(worldPos.xy * tiling, (float)texIndex));
return colX * w.x + colY * w.y + colZ * w.z;
}
// ── Debug face colors ──────────────────────────────────────────────
static const float3 faceDebugColors[6] = {
float3(1.0, 0.2, 0.2), // 0: +X = RED
float3(0.5, 0.0, 0.0), // 1: -X = DARK RED
float3(0.2, 1.0, 0.2), // 2: +Y = GREEN
float3(0.0, 0.5, 0.0), // 3: -Y = DARK GREEN
float3(0.2, 0.2, 1.0), // 4: +Z = BLUE
float3(0.0, 0.0, 0.5), // 5: -Z = DARK BLUE
};
// ── MRT Output ─────────────────────────────────────────────────────
struct PSOutput {
float4 color : SV_TARGET0;
float4 normal : SV_TARGET1;
};
// ── Main PS ────────────────────────────────────────────────────────
[RootSignature(VOXEL_ROOTSIG)]
PSOutput main(PSInput input)
{
PSOutput output;
// ── DEBUG MODE: face direction colors ──
if (input.debugFlag > 0.5)
{
uint fid = min(input.faceID, 5u);
float3 faceColor = faceDebugColors[fid];
float2 checker = floor(input.worldPos.xz * 0.5);
float check = frac((checker.x + checker.y) * 0.5) * 2.0;
faceColor *= (0.85 + 0.15 * check);
output.color = float4(faceColor, 1.0);
output.normal = float4(normalize(input.normal), 0.0);
return output;
}
// ── NORMAL MODE: triplanar textured with height-based blending ──
float3 N = normalize(input.normal);
float3 L = normalize(-sunDirection.xyz);
float NdotL = max(dot(N, L), 0.0);
uint texIndex = clamp(input.materialID - 1u, 0u, 5u);
float tiling = textureTiling;
float3 albedo;
// ── Height-based blending via PS voxel data lookup ──
if (blendEnabled > 0.5 && input.materialID > 0u)
{
uint face = min(input.faceID, 5u);
int3 normalDir = faceNormals[face];
int3 uDir = faceUDirs[face];
int3 vDir = faceVDirs[face];
// Compute voxel coordinate from world position
// Offset inward by normal * 0.001 to handle positive faces at integer boundaries
float3 samplePos = input.worldPos - (float3)normalDir * 0.001;
int3 voxelCoord = (int3)floor(samplePos);
// Fractional position within the voxel face
// Use worldPos directly (chunk origin is integer-aligned, so frac is same)
float faceFracU = frac(dot(input.worldPos, (float3)uDir));
float faceFracV = frac(dot(input.worldPos, (float3)vDir));
// Distance from nearest edge (0 = at edge, 0.5 = at center)
float uDist = 0.5 - abs(faceFracU - 0.5);
float vDist = 0.5 - abs(faceFracV - 0.5);
// Nearest edge direction: which side of the voxel face is this pixel closer to?
int uSign = (faceFracU >= 0.5) ? 1 : -1;
int vSign = (faceFracV >= 0.5) ? 1 : -1;
int3 uEdgeDir = uDir * uSign;
int3 vEdgeDir = vDir * vSign;
// Get neighbor materials (with stair priority)
uint uNeighborMat = getNeighborMat(voxelCoord, uEdgeDir, normalDir, input.chunkIndex);
uint vNeighborMat = getNeighborMat(voxelCoord, vEdgeDir, normalDir, input.chunkIndex);
// Blend zone: 0.25 voxels from each edge (covers 50% of face total)
float blendZone = 0.25;
// Edge distances normalized to 0..1 (0=center, 1=edge) for corner attenuation
float uEdge = abs(faceFracU - 0.5) * 2.0; // 0 at center, 1 at edge
float vEdge = abs(faceFracV - 0.5) * 2.0;
// Corner attenuation — Subtractive (Unity reference style)
// When one axis is very close to its edge (>0.80), it subtracts from the other axis
float blendStart = 1.0 - blendZone * 2.0;
float uAdj = uEdge - saturate(vEdge - 0.80);
float vAdj = vEdge - saturate(uEdge - 0.80);
float uWeight = saturate((uAdj - blendStart) / (1.0 - blendStart)) * 0.5;
float vWeight = saturate((vAdj - blendStart) / (1.0 - blendStart)) * 0.5;
// Only blend if neighbor has a different material AND blend flags allow it:
// - Current material must NOT resist bleed (resistBleedMask)
// - Neighbor material must be allowed to bleed (bleedMask)
bool mainResists = (resistBleedMask >> input.materialID) & 1u;
bool uNeighCanBleed = (bleedMask >> uNeighborMat) & 1u;
bool vNeighCanBleed = (bleedMask >> vNeighborMat) & 1u;
bool uBlend = (uNeighborMat > 0u && uNeighborMat != input.materialID && uWeight > 0.001
&& !mainResists && uNeighCanBleed);
bool vBlend = (vNeighborMat > 0u && vNeighborMat != input.materialID && vWeight > 0.001
&& !mainResists && vNeighCanBleed);
// ── DEBUG BLEND MODE (F4): show blend zones as colors ──
if (debugBlend > 0.5) {
float3 debugColor = float3(0.3, 0.3, 0.3); // gray = no blend
uint selfMat = readVoxelMat(voxelCoord, input.chunkIndex);
if (selfMat != input.materialID) {
output.color = float4(1, 0, 0, 1); // RED = data mismatch bug
output.normal = float4(N, 0.0);
return output;
}
if (uBlend) debugColor.r = uWeight * 2.0;
if (vBlend) debugColor.b = vWeight * 2.0;
if (!uBlend && !vBlend) debugColor.g = 0.5;
output.color = float4(debugColor, 1.0);
output.normal = float4(N, 0.0);
return output;
}
if (uBlend || vBlend) {
// Sample main material (RGBA: rgb=color, a=heightmap)
float4 mainTex = sampleTriplanarRGBA(input.worldPos, N, texIndex, tiling);
float3 result = mainTex.rgb;
// Winner-takes-all height blending:
// Each material's "score" = its heightmap + a proximity bias.
// Near the edge (weight→0.5), both have equal bias → heightmap decides.
// Far from the edge (weight→0), main gets a large bias → always wins.
// The highest score wins 100% — transition is SHARP but its shape is organic.
// A small sharpness factor softens the very edge to avoid aliasing.
float sharpness = 16.0; // higher = sharper transition (∞ = binary)
if (uBlend) {
uint uTexIdx = clamp(uNeighborMat - 1u, 0u, 5u);
float4 uTex = sampleTriplanarRGBA(input.worldPos, N, uTexIdx, tiling);
// Symmetric proximity bias: at edge (weight=0.5) bias=0 → pure heightmap.
// Away from edge (weight=0) bias=0.5 → main always wins.
float bias = 0.5 - uWeight;
float mainScore = mainTex.a + bias;
float neighScore = uTex.a - bias;
float blend = saturate((neighScore - mainScore) * sharpness + 0.5);
result = lerp(result, uTex.rgb, blend);
}
if (vBlend) {
uint vTexIdx = clamp(vNeighborMat - 1u, 0u, 5u);
float4 vTex = sampleTriplanarRGBA(input.worldPos, N, vTexIdx, tiling);
float bias = 0.5 - vWeight;
float mainScore = mainTex.a + bias;
float neighScore = vTex.a - bias;
float blend = saturate((neighScore - mainScore) * sharpness + 0.5);
result = lerp(result, vTex.rgb, blend);
}
albedo = result;
} else {
albedo = sampleTriplanar(input.worldPos, N, texIndex, tiling);
}
}
else
{
float3 baseColor = N * 0.5 + 0.5;
float3 texColor = sampleTriplanar(input.worldPos, N, texIndex, tiling);
albedo = (input.materialID > 0u) ? texColor : baseColor;
}
// ── Lighting ──
float hemiLerp = N.y * 0.5 + 0.5; // 0=down, 1=up
float3 ambient = lerp(groundAmbient.rgb, skyAmbient.rgb, hemiLerp);
float3 diffuse = sunColor.rgb * NdotL;
// Grass-specific shading (Wonderbox style)
bool isGrass = (texIndex == 0); // material 1 = grass = texture layer 0
if (isGrass) {
// Vertical face darkening: grass sides are darker green (not black)
float verticalDarken = saturate(abs(N.y)); // 1=top, 0=side
float sideFactor = lerp(0.60, 1.0, verticalDarken); // sides at 60% brightness
albedo *= sideFactor;
// Subtle warm shift: sunlit grass slightly warmer
if (NdotL > 0.0) {
float3 warmShift = float3(0.08, 0.05, -0.03) * NdotL;
diffuse += warmShift;
}
// Boost ambient for grass: inter-reflection from dense foliage
ambient *= 1.15;
}
float3 color = albedo * (ambient + diffuse);
// ── Rim light ──
float3 V = normalize(cameraPosition.xyz - input.worldPos);
float NdotV = saturate(dot(N, V));
float rim = pow(1.0 - NdotV, rimParams.x) * rimParams.y;
color += rimColor.rgb * rim;
// ── Distance fog ──
float dist = length(input.worldPos - cameraPosition.xyz);
float fogDensity = fogParams.x;
float fog = 1.0 - exp(-dist * fogDensity);
color = lerp(color, fogColor.rgb, saturate(fog));
output.color = float4(color, 1.0);
output.normal = float4(N, 0.0);
return output;
}