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The Witcher 3 Blood&Wine (2016) - cirrus clouds pixel shader

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May 11th, 2019
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  1. // No HLSL available - function stub generated
  2.  
  3. //SamplerComparisonState sampler0 : register(s0); // can't disambiguate
  4. SamplerState sampler0 : register(s0); // can't disambiguate
  5. Texture2D texture0 : register(t0);
  6. Texture2D texture1 : register(t1);
  7.  
  8.  
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  273. };
  274.  
  275. cbuffer cbuffer4 : register(b4) {
  276. float4 cb4_v0 : packoffset(c0.x);
  277. float4 cb4_v1 : packoffset(c1.x);
  278. float4 cb4_v2 : packoffset(c2.x);
  279. float4 cb4_v3 : packoffset(c3.x);
  280. float4 cb4_v4 : packoffset(c4.x);
  281. float4 cb4_v5 : packoffset(c5.x);
  282. float4 cb4_v6 : packoffset(c6.x);
  283. float4 cb4_v7 : packoffset(c7.x);
  284. float4 cb4_v8 : packoffset(c8.x);
  285. float4 cb4_v9 : packoffset(c9.x);
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  287. float4 cb4_v11 : packoffset(c11.x);
  288. float4 cb4_v12 : packoffset(c12.x);
  289. };
  290.  
  291.  
  292.  
  293. struct FSInput
  294. {
  295. float4 FogParams : TEXCOORD0;
  296. float4 Texcoords : TEXCOORD1; // xy: texcoords, zw: normal.xy
  297. float4 param2 : TEXCOORD2; // instance_lod_params
  298. float4 param3 : TEXCOORD3; // XYZ: bitangent.xyz W: normal.z
  299. float3 WorldPos : TEXCOORD4; // world pos
  300. float3 Tangent : TEXCOORD5; // tangent
  301. };
  302.  
  303. // linstep:
  304. //
  305. // Returns a linear interpolation between 0 and 1 if t is in the range [min, max]
  306. // if "v" is <= min, the output is 0
  307. // if "v" i >= max, the output is 1
  308.  
  309. float linstep( float min, float max, float v )
  310. {
  311. return saturate( (v - min) / (max - min) );
  312. }
  313.  
  314. float4 EditedShaderPS(in FSInput Input) : SV_Target
  315. {
  316. // *** Inputs ***
  317. float2 Texcoords = Input.Texcoords.xy;
  318.  
  319. float elapsedTime = cb0_v0.x; // cb0[0].x
  320. float2 textureScale = cb4_v4.xy; // cb4[4].xy
  321. float2 speedFactors = cb4_v5.xy; // cb4[5].xy
  322.  
  323. float3 lightDir = cb0_v9.xyz;
  324.  
  325. float param1Min = cb4_v2.x; // cb4[2].x;
  326. float param1Max = cb4_v3.x; // cb4[3].x;
  327.  
  328. float fadeDistanceStart = cb4_v7.x; // cb4[7].x
  329. float fadeDistanceEnd = cb4_v8.x; // cb4[8].x
  330.  
  331. float param2Min = cb4_v0.x; // cb4[0].x
  332. float param2Max = cb4_v1.x; // cb4[1].x
  333.  
  334. float2 textureScaleNoise = cb4_v10.xy; // cb4[10].xy
  335. float2 speedFactorsNoise = cb4_v11.xy; // cb4[11].xy
  336. float noiseMult = cb4_v12.x; // cb4[12].x
  337. float closeCloudsHidingFactor = cb4_v9.x; // cb4[9].x
  338.  
  339. float3 cloudsColorBack = cb12_v237.rgb;
  340. float3 cloudsColorFront = cb12_v236.rgb;
  341. float generalCloudsVisibility = cb4_v6.x;
  342.  
  343. float3 FogColor = Input.FogParams.rgb;
  344. float FogAmount = Input.FogParams.a;
  345.  
  346. float3 WorldPos = Input.WorldPos;
  347. float3 CameraPos = cb1_v8.xyz;
  348.  
  349.  
  350.  
  351. // Compute up-inverted sunlight direction
  352. float3 invertedSunlightDir = normalize(lightDir * float3(1, 1, -1) );
  353.  
  354.  
  355. // Calc sampling coords
  356. float2 cloudTextureUV = Texcoords * textureScale + elapsedTime * speedFactors;
  357.  
  358. // Sample texture and get data from it
  359. float4 cloudTextureValue = texture0.Sample( sampler0, cloudTextureUV ).rgba;
  360. float3 normalMap = cloudTextureValue.xyz;
  361. float cloudShape = cloudTextureValue.a;
  362.  
  363. // Unpack normal and normalize it
  364. float3 unpackedNormal = (normalMap - 0.5) * 2.0;
  365. unpackedNormal = normalize(unpackedNormal);
  366.  
  367. // Perform bump mapping
  368. float3 SkyTangent = Input.Tangent;
  369. float3 SkyNormal = saturate(float3( Input.Texcoords.zw, Input.param3.w ));
  370. float3 SkyBitangent = Input.param3.xyz;
  371.  
  372. float3x3 TBN = float3x3(SkyTangent, SkyBitangent, SkyNormal);
  373. float3 finalNormal = (float3)mul( unpackedNormal, (TBN) );
  374.  
  375. // Calculate cosine between normal and up-inv lightdir
  376. float NdotL = saturate( dot(invertedSunlightDir, finalNormal) );
  377.  
  378. // Param 1, line 19, r0.x
  379. float intensity1 = lerp( param1Min, param1Max, NdotL );
  380.  
  381. // Calculate normalized -lightDir.xy (20-22)
  382. float2 lightDirXY = normalize( -lightDir.xy );
  383.  
  384. // Calculate world to camera
  385. float3 vWorldToCamera = ( CameraPos - WorldPos );
  386. float worldToCamera_distance = length(vWorldToCamera);
  387.  
  388. // normalize vector
  389. vWorldToCamera = normalize( vWorldToCamera );
  390.  
  391.  
  392. float LdotV = saturate( dot(lightDirXY, vWorldToCamera.xy) );
  393. float highlightedSunSection = saturate( 2*LdotV );
  394.  
  395. float intensity2 = lerp( param2Min, param2Max, highlightedSunSection );
  396. float finalFactor = pow( intensity2*intensity1, 2.2);
  397.  
  398.  
  399.  
  400. // calc color
  401. float3 cloudsColor = lerp( cloudsColorBack, cloudsColorFront, highlightedSunSection );
  402. cloudsColor *= finalFactor;
  403. cloudsColor = lerp( cloudsColor, FogColor, FogAmount );
  404.  
  405.  
  406. // Distance-based attenuation
  407. float distanceAttenuation = linstep( fadeDistanceStart, fadeDistanceEnd, worldToCamera_distance );
  408.  
  409. float fadedCloudShape = closeCloudsHidingFactor * cloudShape;
  410. cloudShape = lerp( fadedCloudShape, cloudShape, distanceAttenuation );
  411.  
  412.  
  413. // Calc sampling coords for noise
  414. float2 noiseTextureUV = Texcoords * textureScaleNoise + elapsedTime * speedFactorsNoise;
  415.  
  416. // Sample texture and get data from it
  417. float noiseTextureValue = texture1.Sample( sampler0, noiseTextureUV ).x;
  418. noiseTextureValue = noiseTextureValue * noiseMult - noiseMult;
  419.  
  420. float noiseValue = saturate( noiseMult * Input.param2.w + noiseTextureValue);
  421. noiseValue *= cloudShape;
  422.  
  423. float finalNoise = saturate( noiseValue * generalCloudsVisibility);
  424.  
  425. return float4( cloudsColor*finalNoise, finalNoise );
  426. }
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