//========= Copyright Valve Corporation, All rights reserved. ============// /* Example how to plug this into an existing shader: In the VMT: // Flesh Interior Pass "$FleshInteriorEnabled" "1" // Enables effect "$FleshInteriorTexture" "models/Alyx/alyx_flesh_color" // Mask in alpha "$FleshNormalTexture" "models/Alyx/alyx_flesh_normal" "$FleshBorderTexture1D" "models/Alyx/alyx_flesh_border" "$FleshInteriorNoiseTexture" "Engine/noise-blur-256x256" "$FleshSubsurfaceTexture" "models/Alyx/alyx_flesh_subsurface" "$FleshBorderNoiseScale" "1.5" // Flesh Noise UV scalar for border "$FleshBorderWidth" "0.3" // Width of flesh border "$FleshBorderSoftness" "0.42" // Border softness must be greater than 0.0 and up tp 0.5 "$FleshBorderTint" "[1 1 1]" // Tint / brighten the border 1D texture "$FleshGlossBrightness" "0.66" // Change the brightness of the glossy layer "$FleshDebugForceFleshOn" "0" // DEBUG: This will force on full flesh for testing "$FleshScrollSpeed" "1.0" "Proxies" { "FleshInterior" { } } #include "flesh_interior_blended_pass_helper.h" In BEGIN_SHADER_PARAMS: // Flesh Interior Pass SHADER_PARAM( FLESHINTERIORENABLED, SHADER_PARAM_TYPE_BOOL, "0", "Enable Flesh interior blend pass" ) SHADER_PARAM( FLESHINTERIORTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Flesh color texture" ) SHADER_PARAM( FLESHINTERIORNOISETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Flesh noise texture" ) SHADER_PARAM( FLESHBORDERTEXTURE1D, SHADER_PARAM_TYPE_TEXTURE, "", "Flesh border 1D texture" ) SHADER_PARAM( FLESHNORMALTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Flesh normal texture" ) SHADER_PARAM( FLESHSUBSURFACETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Flesh subsurface texture" ) SHADER_PARAM( FLESHCUBETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Flesh cubemap texture" ) SHADER_PARAM( FLESHBORDERNOISESCALE, SHADER_PARAM_TYPE_FLOAT, "1.5", "Flesh Noise UV scalar for border" ) SHADER_PARAM( FLESHDEBUGFORCEFLESHON, SHADER_PARAM_TYPE_BOOL, "0", "Flesh Debug full flesh" ) SHADER_PARAM( FLESHEFFECTCENTERRADIUS1, SHADER_PARAM_TYPE_VEC4, "[0 0 0 0.001]", "Flesh effect center and radius" ) SHADER_PARAM( FLESHEFFECTCENTERRADIUS2, SHADER_PARAM_TYPE_VEC4, "[0 0 0 0.001]", "Flesh effect center and radius" ) SHADER_PARAM( FLESHEFFECTCENTERRADIUS3, SHADER_PARAM_TYPE_VEC4, "[0 0 0 0.001]", "Flesh effect center and radius" ) SHADER_PARAM( FLESHEFFECTCENTERRADIUS4, SHADER_PARAM_TYPE_VEC4, "[0 0 0 0.001]", "Flesh effect center and radius" ) SHADER_PARAM( FLESHSUBSURFACETINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Subsurface Color" ) SHADER_PARAM( FLESHBORDERWIDTH, SHADER_PARAM_TYPE_FLOAT, "0.3", "Flesh border" ) SHADER_PARAM( FLESHBORDERSOFTNESS, SHADER_PARAM_TYPE_FLOAT, "0.42", "Flesh border softness (> 0.0 && <= 0.5)" ) SHADER_PARAM( FLESHBORDERTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Flesh border Color" ) SHADER_PARAM( FLESHGLOBALOPACITY, SHADER_PARAM_TYPE_FLOAT, "1.0", "Flesh global opacity" ) SHADER_PARAM( FLESHGLOSSBRIGHTNESS, SHADER_PARAM_TYPE_FLOAT, "0.66", "Flesh gloss brightness" ) SHADER_PARAM( FLESHSCROLLSPEED, SHADER_PARAM_TYPE_FLOAT, "1.0", "Flesh scroll speed" ) Add this above SHADER_INIT_PARAMS() // Flesh Interior Pass void SetupVarsFleshInteriorBlendedPass( FleshInteriorBlendedPassVars_t &info ) { info.m_nFleshTexture = FLESHINTERIORTEXTURE; info.m_nFleshNoiseTexture = FLESHINTERIORNOISETEXTURE; info.m_nFleshBorderTexture1D = FLESHBORDERTEXTURE1D; info.m_nFleshNormalTexture = FLESHNORMALTEXTURE; info.m_nFleshSubsurfaceTexture = FLESHSUBSURFACETEXTURE; info.m_nFleshCubeTexture = FLESHCUBETEXTURE; info.m_nflBorderNoiseScale = FLESHBORDERNOISESCALE; info.m_nflDebugForceFleshOn = FLESHDEBUGFORCEFLESHON; info.m_nvEffectCenterRadius1 = FLESHEFFECTCENTERRADIUS1; info.m_nvEffectCenterRadius2 = FLESHEFFECTCENTERRADIUS2; info.m_nvEffectCenterRadius3 = FLESHEFFECTCENTERRADIUS3; info.m_nvEffectCenterRadius4 = FLESHEFFECTCENTERRADIUS4; info.m_ncSubsurfaceTint = FLESHSUBSURFACETINT; info.m_nflBorderWidth = FLESHBORDERWIDTH; info.m_nflBorderSoftness = FLESHBORDERSOFTNESS; info.m_ncBorderTint = FLESHBORDERTINT; info.m_nflGlobalOpacity = FLESHGLOBALOPACITY; info.m_nflGlossBrightness = FLESHGLOSSBRIGHTNESS; info.m_nflScrollSpeed = FLESHSCROLLSPEED; } In SHADER_INIT_PARAMS() // Flesh Interior Pass if ( !params[FLESHINTERIORENABLED]->IsDefined() ) { params[FLESHINTERIORENABLED]->SetIntValue( 0 ); } else if ( params[FLESHINTERIORENABLED]->GetIntValue() ) { FleshInteriorBlendedPassVars_t info; SetupVarsFleshInteriorBlendedPass( info ); InitParamsFleshInteriorBlendedPass( this, params, pMaterialName, info ); } In SHADER_INIT // Flesh Interior Pass if ( params[FLESHINTERIORENABLED]->GetIntValue() ) { FleshInteriorBlendedPassVars_t info; SetupVarsFleshInteriorBlendedPass( info ); InitFleshInteriorBlendedPass( this, params, info ); } At the very end of SHADER_DRAW // Flesh Interior Pass if ( params[FLESHINTERIORENABLED]->GetIntValue() ) { // If ( snapshotting ) or ( we need to draw this frame ) if ( ( pShaderShadow != NULL ) || ( true ) ) { FleshInteriorBlendedPassVars_t info; SetupVarsFleshInteriorBlendedPass( info ); DrawFleshInteriorBlendedPass( this, params, pShaderAPI, pShaderShadow, info ); } 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 "convar.h" #include "flesh_interior_blended_pass_helper.h" // Auto generated inc files #include "flesh_interior_blended_pass_vs20.inc" #include "flesh_interior_blended_pass_ps20.inc" #include "flesh_interior_blended_pass_ps20b.inc" void InitParamsFleshInteriorBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, FleshInteriorBlendedPassVars_t &info ) { SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); SET_PARAM_STRING_IF_NOT_DEFINED( info.m_nFleshCubeTexture, "env_cubemap" ); // Default to in-game env map SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nflBorderNoiseScale, kDefaultBorderNoiseScale ); SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nflDebugForceFleshOn, kDefaultDebugForceFleshOn ); SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nvEffectCenterRadius1, kDefaultEffectCenterRadius, 4 ); SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nvEffectCenterRadius2, kDefaultEffectCenterRadius, 4 ); SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nvEffectCenterRadius3, kDefaultEffectCenterRadius, 4 ); SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nvEffectCenterRadius4, kDefaultEffectCenterRadius, 4 ); SET_PARAM_VEC_IF_NOT_DEFINED( info.m_ncSubsurfaceTint, kDefaultSubsurfaceTint, 4 ); SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nflBorderWidth, kDefaultBorderWidth ); SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nflBorderSoftness, kDefaultBorderSoftness ); SET_PARAM_VEC_IF_NOT_DEFINED( info.m_ncBorderTint, kDefaultBorderTint, 4 ); SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nflGlobalOpacity, kDefaultGlobalOpacity ); SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nflGlossBrightness, kDefaultGlossBrightness ); SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nflScrollSpeed, kDefaultScrollSpeed ); SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nTime, 0.0f ); } void InitFleshInteriorBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, FleshInteriorBlendedPassVars_t &info ) { // Load textures pShader->LoadTexture( info.m_nFleshTexture, TEXTUREFLAGS_SRGB ); pShader->LoadTexture( info.m_nFleshNoiseTexture ); pShader->LoadTexture( info.m_nFleshBorderTexture1D, TEXTUREFLAGS_SRGB ); pShader->LoadTexture( info.m_nFleshNormalTexture ); pShader->LoadTexture( info.m_nFleshSubsurfaceTexture, TEXTUREFLAGS_SRGB ); pShader->LoadCubeMap( info.m_nFleshCubeTexture, TEXTUREFLAGS_SRGB ); } void DrawFleshInteriorBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, FleshInteriorBlendedPassVars_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 ); bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow(); // Vertex Shader DECLARE_STATIC_VERTEX_SHADER( flesh_interior_blended_pass_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT ) ); SET_STATIC_VERTEX_SHADER_COMBO( USE_STATIC_CONTROL_FLOW, bUseStaticControlFlow ); SET_STATIC_VERTEX_SHADER( flesh_interior_blended_pass_vs20 ); // Pixel Shader if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( flesh_interior_blended_pass_ps20b ); SET_STATIC_PIXEL_SHADER( flesh_interior_blended_pass_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( flesh_interior_blended_pass_ps20 ); SET_STATIC_PIXEL_SHADER( flesh_interior_blended_pass_ps20 ); } // Textures pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false ); // Noise texture not sRGB pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, false ); // Normal texture not sRGB pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER4, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER5, true ); pShaderShadow->EnableSRGBWrite( true ); // Blending pShader->EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); pShaderShadow->EnableAlphaTest( true ); pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GREATER, 0.0f ); } DYNAMIC_STATE { // Reset render state manually since we're drawing from two materials pShaderAPI->SetDefaultState(); bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow(); // Set Vertex Shader Combos LightState_t lightState = { 0, false, false }; pShaderAPI->GetDX9LightState( &lightState ); DECLARE_DYNAMIC_VERTEX_SHADER( flesh_interior_blended_pass_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( DYNAMIC_LIGHT, lightState.HasDynamicLight() ); SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT, lightState.m_bStaticLightVertex ? 1 : 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, bUseStaticControlFlow ? 0 : lightState.m_nNumLights ); SET_DYNAMIC_VERTEX_SHADER( flesh_interior_blended_pass_vs20 ); // Set Vertex Shader Constants pShader->SetAmbientCubeDynamicStateVertexShader(); // Time % 1000 float flCurrentTime = IS_PARAM_DEFINED( info.m_nTime ) && params[info.m_nTime]->GetFloatValue() > 0.0f ? params[info.m_nTime]->GetFloatValue() : pShaderAPI->CurrentTime(); flCurrentTime *= IS_PARAM_DEFINED( info.m_nflScrollSpeed ) ? params[info.m_nflScrollSpeed]->GetFloatValue() : kDefaultScrollSpeed; // This is a dirty hack, but it works well enough float vVsConst0[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; vVsConst0[0] = flCurrentTime; vVsConst0[0] -= (float)( (int)( vVsConst0[0] / 1000.0f ) ) * 1000.0f; // Noise UV scroll vVsConst0[1] = flCurrentTime / 100.0f; vVsConst0[1] -= (float)( (int)( vVsConst0[1] ) ); // Border noise scale vVsConst0[2] = IS_PARAM_DEFINED( info.m_nflBorderNoiseScale ) ? params[info.m_nflBorderNoiseScale]->GetFloatValue() : kDefaultBorderNoiseScale; // Debug force flesh on vVsConst0[3] = IS_PARAM_DEFINED( info.m_nflDebugForceFleshOn ) ? params[info.m_nflDebugForceFleshOn]->GetFloatValue() : kDefaultDebugForceFleshOn; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, vVsConst0, 1 ); // Flesh effect centers and radii float vVsConst1[4] = { kDefaultEffectCenterRadius[0], kDefaultEffectCenterRadius[1], kDefaultEffectCenterRadius[2], kDefaultEffectCenterRadius[3] }; if ( IS_PARAM_DEFINED( info.m_nvEffectCenterRadius1 ) ) { params[info.m_nvEffectCenterRadius1]->GetVecValue( vVsConst1, 4 ); if ( vVsConst1[3] < 0.001f ) vVsConst1[3] = 0.001f; vVsConst1[3] = 1.0f / vVsConst1[3]; // Pass 1.0/radius so we do a mul instead of a divide in the shader } pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, vVsConst1, 1 ); float vVsConst2[4] = { kDefaultEffectCenterRadius[0], kDefaultEffectCenterRadius[1], kDefaultEffectCenterRadius[2], kDefaultEffectCenterRadius[3] }; if ( IS_PARAM_DEFINED( info.m_nvEffectCenterRadius2 ) ) { params[info.m_nvEffectCenterRadius2]->GetVecValue( vVsConst2, 4 ); if ( vVsConst2[3] < 0.001f ) vVsConst2[3] = 0.001f; vVsConst2[3] = 1.0f / vVsConst2[3]; // Pass 1.0/radius so we do a mul instead of a divide in the shader } pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, vVsConst2, 2 ); float vVsConst3[4] = { kDefaultEffectCenterRadius[0], kDefaultEffectCenterRadius[1], kDefaultEffectCenterRadius[2], kDefaultEffectCenterRadius[3] }; if ( IS_PARAM_DEFINED( info.m_nvEffectCenterRadius3 ) ) { params[info.m_nvEffectCenterRadius3]->GetVecValue( vVsConst3, 4 ); if ( vVsConst3[3] < 0.001f ) vVsConst3[3] = 0.001f; vVsConst3[3] = 1.0f / vVsConst3[3]; // Pass 1.0/radius so we do a mul instead of a divide in the shader } pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, vVsConst3, 3 ); float vVsConst4[4] = { kDefaultEffectCenterRadius[0], kDefaultEffectCenterRadius[1], kDefaultEffectCenterRadius[2], kDefaultEffectCenterRadius[3] }; if ( IS_PARAM_DEFINED( info.m_nvEffectCenterRadius4 ) ) { params[info.m_nvEffectCenterRadius4]->GetVecValue( vVsConst4, 4 ); if ( vVsConst4[3] < 0.001f ) vVsConst4[3] = 0.001f; vVsConst4[3] = 1.0f / vVsConst4[3]; // Pass 1.0/radius so we do a mul instead of a divide in the shader } pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, vVsConst4, 4 ); // Set Pixel Shader Combos if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( flesh_interior_blended_pass_ps20b ); SET_DYNAMIC_PIXEL_SHADER( flesh_interior_blended_pass_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( flesh_interior_blended_pass_ps20 ); SET_DYNAMIC_PIXEL_SHADER( flesh_interior_blended_pass_ps20 ); } // Bind textures pShader->BindTexture( SHADER_SAMPLER0, info.m_nFleshTexture ); pShader->BindTexture( SHADER_SAMPLER1, info.m_nFleshNoiseTexture ); pShader->BindTexture( SHADER_SAMPLER2, info.m_nFleshBorderTexture1D ); pShader->BindTexture( SHADER_SAMPLER3, info.m_nFleshNormalTexture ); pShader->BindTexture( SHADER_SAMPLER4, info.m_nFleshSubsurfaceTexture ); pShader->BindTexture( SHADER_SAMPLER5, info.m_nFleshCubeTexture ); // Set Pixel Shader Constants // Subsurface tint pShaderAPI->SetPixelShaderConstant( 0, IS_PARAM_DEFINED( info.m_ncSubsurfaceTint ) ? params[info.m_ncSubsurfaceTint]->GetVecValue() : kDefaultSubsurfaceTint, 1 ); // Border width float vPsConst1[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; vPsConst1[0] = IS_PARAM_DEFINED( info.m_nflBorderWidth ) ? params[info.m_nflBorderWidth]->GetFloatValue() : kDefaultBorderWidth; vPsConst1[0] = 1.0f / vPsConst1[0]; // ( 1.0f / g_flBorderWidthFromVmt ) vPsConst1[1] = vPsConst1[0] - 1.0f; // ( 1.0f / g_flBorderWidthFromVmt ) - 1.0f pShaderAPI->SetPixelShaderConstant( 1, vPsConst1, 1 ); // Border softness float vPsConst2[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; vPsConst2[0] = IS_PARAM_DEFINED( info.m_nflBorderSoftness ) ? params[info.m_nflBorderSoftness]->GetFloatValue() : kDefaultBorderSoftness; if ( vPsConst2[0] < 0.01f ) vPsConst2[0] = 0.01f; else if ( vPsConst2[0] > 0.5f ) vPsConst2[0] = 0.5f; pShaderAPI->SetPixelShaderConstant( 2, vPsConst2, 1 ); // Border color tint pShaderAPI->SetPixelShaderConstant( 3, IS_PARAM_DEFINED( info.m_ncBorderTint ) ? params[info.m_ncBorderTint]->GetVecValue() : kDefaultBorderTint, 1 ); // Global opacity float vPsConst4[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; vPsConst4[0] = IS_PARAM_DEFINED( info.m_nflGlobalOpacity ) ? params[info.m_nflGlobalOpacity]->GetFloatValue() : kDefaultGlobalOpacity; pShaderAPI->SetPixelShaderConstant( 4, vPsConst4, 1 ); // Gloss brightness float vPsConst5[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; vPsConst5[0] = IS_PARAM_DEFINED( info.m_nflGlossBrightness ) ? params[info.m_nflGlossBrightness]->GetFloatValue() : kDefaultGlossBrightness; pShaderAPI->SetPixelShaderConstant( 5, vPsConst5, 1 ); } pShader->Draw(); }