//========= Copyright Valve Corporation, All rights reserved. ============// /* Example how to plug this into an existing shader: In the VMT: // Cloak Pass "$cloakPassEnabled" "1" #include "cloak_blended_pass_helper.h" In BEGIN_SHADER_PARAMS: // Cloak Pass SHADER_PARAM( CLOAKPASSENABLED, SHADER_PARAM_TYPE_BOOL, "0", "Enables cloak render in a second pass" ) SHADER_PARAM( CLOAKFACTOR, SHADER_PARAM_TYPE_FLOAT, "0.0", "" ) SHADER_PARAM( CLOAKCOLORTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Cloak color tint" ) SHADER_PARAM( REFRACTAMOUNT, SHADER_PARAM_TYPE_FLOAT, "2", "" ) Add this above SHADER_INIT_PARAMS() // Cloak Pass void SetupVarsCloakBlendedPass( CloakBlendedPassVars_t &info ) { info.m_nCloakFactor = CLOAKFACTOR; info.m_nCloakColorTint = CLOAKCOLORTINT; info.m_nRefractAmount = REFRACTAMOUNT; } bool NeedsPowerOfTwoFrameBufferTexture( IMaterialVar **params, bool bCheckSpecificToThisFrame ) const { if ( params[CLOAKPASSENABLED]->GetIntValue() ) // If material supports cloaking { if ( bCheckSpecificToThisFrame == false ) // For setting model flag at load time return true; else if ( ( params[CLOAKFACTOR]->GetFloatValue() > 0.0f ) && ( params[CLOAKFACTOR]->GetFloatValue() < 1.0f ) ) // Per-frame check return true; // else, not cloaking this frame, so check flag2 in case the base material still needs it } // Check flag2 if not drawing cloak pass return IS_FLAG2_SET( MATERIAL_VAR2_NEEDS_POWER_OF_TWO_FRAME_BUFFER_TEXTURE ); } bool IsTranslucent( IMaterialVar **params ) const { if ( params[CLOAKPASSENABLED]->GetIntValue() ) // If material supports cloaking { if ( ( params[CLOAKFACTOR]->GetFloatValue() > 0.0f ) && ( params[CLOAKFACTOR]->GetFloatValue() < 1.0f ) ) // Per-frame check return true; // else, not cloaking this frame, so check flag in case the base material still needs it } // Check flag if not drawing cloak pass return IS_FLAG_SET( MATERIAL_VAR_TRANSLUCENT ); } In SHADER_INIT_PARAMS() // Cloak Pass if ( !params[CLOAKPASSENABLED]->IsDefined() ) { params[CLOAKPASSENABLED]->SetIntValue( 0 ); } else if ( params[CLOAKPASSENABLED]->GetIntValue() ) { CloakBlendedPassVars_t info; SetupVarsCloakBlendedPass( info ); InitParamsCloakBlendedPass( this, params, pMaterialName, info ); } In SHADER_INIT // Cloak Pass if ( params[CLOAKPASSENABLED]->GetIntValue() ) { CloakBlendedPassVars_t info; SetupVarsCloakBlendedPass( info ); InitCloakBlendedPass( this, params, info ); } Modify SHADER_DRAW to look something like this: // Skip the standard rendering if cloak pass is fully opaque bool bDrawStandardPass = true; if ( params[CLOAKPASSENABLED]->GetIntValue() && ( pShaderShadow == NULL ) ) // && not snapshotting { CloakBlendedPassVars_t info; SetupVarsCloakBlendedPass( info ); if ( CloakBlendedPassIsFullyOpaque( params, info ) ) { bDrawStandardPass = false; } } // Standard rendering pass if ( bDrawStandardPass ) { Eye_Refract_Vars_t info; SetupVarsEyeRefract( info ); Draw_Eyes_Refract( this, params, pShaderAPI, pShaderShadow, info ); } else { // Skip this pass! Draw( false ); } // Cloak Pass if ( params[CLOAKPASSENABLED]->GetIntValue() ) { // If ( snapshotting ) or ( we need to draw this frame ) if ( ( pShaderShadow != NULL ) || ( ( params[CLOAKFACTOR]->GetFloatValue() > 0.0f ) && ( params[CLOAKFACTOR]->GetFloatValue() < 1.0f ) ) ) { CloakBlendedPassVars_t info; SetupVarsCloakBlendedPass( info ); DrawCloakBlendedPass( this, params, pShaderAPI, pShaderShadow, info, vertexCompression ); } else // We're not snapshotting and we don't need to draw this frame { // Skip this pass! Draw( false ); } } ==================================================================================================== */ #include "BaseVSShader.h" #include "mathlib/vmatrix.h" #include "cloak_blended_pass_helper.h" #include "convar.h" // Auto generated inc files #include "cloak_blended_pass_dx8_vs11.inc" void InitParamsCloakBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, CloakBlendedPassVars_t &info ) { // Set material flags SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); SET_FLAGS( MATERIAL_VAR_MODEL ); SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES ); // Set material parameter default values if ( ( info.m_nCloakFactor != -1 ) && ( !params[info.m_nCloakFactor]->IsDefined() ) ) { params[info.m_nCloakFactor]->SetFloatValue( kDefaultCloakFactor ); } if ( ( info.m_nRefractAmount != -1 ) && ( !params[info.m_nRefractAmount]->IsDefined() ) ) { params[info.m_nRefractAmount]->SetFloatValue( kDefaultRefractAmount ); } if ( ( info.m_nCloakColorTint != -1 ) && ( !params[info.m_nCloakColorTint]->IsDefined() ) ) { params[info.m_nCloakColorTint]->SetVecValue( kDefaultCloakColorTint[0], kDefaultCloakColorTint[1], kDefaultCloakColorTint[2], kDefaultCloakColorTint[3] ); } } void InitCloakBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, CloakBlendedPassVars_t &info ) { // No textures } void DrawCloakBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, CloakBlendedPassVars_t &info, VertexCompressionType_t vertexCompression ) { SHADOW_STATE { // Reset shadow state manually since we're drawing from two materials pShader->SetInitialShadowState( ); // Set stream format (note that this shader supports compression) unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_FORMAT_COMPRESSED; int nTexCoordCount = 1; int userDataSize = 0; pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize ); // Vertex Shader cloak_blended_pass_dx8_vs11_Static_Index vshIndex; pShaderShadow->SetVertexShader( "cloak_blended_pass_dx8_vs11", vshIndex.GetIndex() ); // Pixel Shader pShaderShadow->SetPixelShader( "cloak_blended_pass_dx8_ps11", 0 ); // Textures pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Renderable texture for refraction // Blending pShader->EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); pShaderShadow->EnableAlphaWrites( false ); // !!! We need to turn this back on because EnableAlphaBlending() above disables it! pShaderShadow->EnableDepthWrites( true ); } DYNAMIC_STATE { // Reset render state manually since we're drawing from two materials pShaderAPI->SetDefaultState(); // Set Vertex Shader Combos cloak_blended_pass_dx8_vs11_Dynamic_Index vshIndex; vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 ); pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); // Set Vertex Shader Constants float vVsConst3[4] = { 1.35f, 0.0f, 0.4f, ( 1.0f / ( 0.425f - 0.4f ) ) }; vVsConst3[1] = clamp( IS_PARAM_DEFINED( info.m_nCloakFactor ) ? params[info.m_nCloakFactor]->GetFloatValue() : kDefaultCloakFactor, 0.0f, 1.0f ); pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, vVsConst3 ); float vVsConst4[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; vVsConst4[0] = params[info.m_nRefractAmount]->GetFloatValue() * ( 1.0f - clamp( params[info.m_nCloakFactor]->GetFloatValue(), 0.0f, 1.0f ) ); pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, vVsConst4 ); float vVsConst5[4] = { 1.0f, 1.0f, 0.0f, 0.0f }; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_5, vVsConst5, 1 ); // Bind textures pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 ); // Refraction Map // Set Pixel Shader Constants // Refract color tint float vPsConst0[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; float fColorTintStrength = clamp( ( clamp( IS_PARAM_DEFINED( info.m_nCloakFactor ) ? params[info.m_nCloakFactor]->GetFloatValue() : kDefaultCloakFactor, 0.0f, 1.0f ) - 0.75f ) * 4.0f, 0.0f, 1.0f ); vPsConst0[0] = IS_PARAM_DEFINED( info.m_nCloakColorTint ) ? params[info.m_nCloakColorTint]->GetVecValue()[0] : kDefaultCloakColorTint[0]; vPsConst0[1] = IS_PARAM_DEFINED( info.m_nCloakColorTint ) ? params[info.m_nCloakColorTint]->GetVecValue()[1] : kDefaultCloakColorTint[1]; vPsConst0[2] = IS_PARAM_DEFINED( info.m_nCloakColorTint ) ? params[info.m_nCloakColorTint]->GetVecValue()[2] : kDefaultCloakColorTint[2]; vPsConst0[0] = SrgbLinearToGamma( vPsConst0[0] ); vPsConst0[1] = SrgbLinearToGamma( vPsConst0[1] ); vPsConst0[2] = SrgbLinearToGamma( vPsConst0[2] ); vPsConst0[0] = ( vPsConst0[0] * ( 1.0f - fColorTintStrength ) ) + ( fColorTintStrength ); vPsConst0[1] = ( vPsConst0[1] * ( 1.0f - fColorTintStrength ) ) + ( fColorTintStrength ); vPsConst0[2] = ( vPsConst0[2] * ( 1.0f - fColorTintStrength ) ) + ( fColorTintStrength ); pShaderAPI->SetPixelShaderConstant( 0, vPsConst0, 1 ); } pShader->Draw(); } bool CloakBlendedPassIsFullyOpaque ( IMaterialVar** params, CloakBlendedPassVars_t &info ) { float flCloakFactor = IS_PARAM_DEFINED( info.m_nCloakFactor ) ? params[info.m_nCloakFactor]->GetFloatValue() : kDefaultCloakFactor; //float flRefractAmount = IS_PARAM_DEFINED( info.m_nRefractAmount ) ? params[info.m_nRefractAmount]->GetFloatValue() : kDefaultRefractAmount; // NOTE: If this math changes, you need to update the pixel shader code! float flFresnel = 1.0f - ( 0.0f ); // Assume V.N = 0.0f; float flCloakLerpFactor = clamp( Lerp( clamp( flCloakFactor, 0.0f, 1.0f ), 1.0f, flFresnel - 1.35f ), 0.0f, 1.0f ); //flCloakLerpFactor = 1.0f - smoothstep( 0.4f, 0.425f, flCloakLerpFactor ); if ( flCloakLerpFactor <= 0.4f ) return true; return false; }