I downloaded the shader collection and the parallax shader doesnt work right. I think i found where the problem is but im not sure what to do. I got it to work for 1 angle but i world need to have a different script and material for every angle to make it look right.
Here is the code:
float4x4 matWorldViewProj;
float4x4 matWorld;
float4x4 matViewInv;
float3x3 WldToTan;
float4 vecViewPos;
float4 vecViewDir;
float4 vecLight;
float4 vecLightPos[8];
float4 vecLightColor[8];
texture entSkin1;
texture mtlSkin2;
texture mtlSkin3;
sampler sColorMap = sampler_state
{
Texture = <entSkin1>;
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
AddressU = Wrap;
AddressV = Wrap;
};
sampler sBumpMap = sampler_state
{
Texture = <mtlSkin2>;
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
AddressU = Wrap;
AddressV = Wrap;
};
sampler sHeightMap = sampler_state
{
Texture = <mtlSkin3>;
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
AddressU = Wrap;
AddressV = Wrap;
};
struct VS_OUTPUT
{
float4 oPosition : POSITION;
float2 Tex : TEXCOORD0;
float3 Light1 : TEXCOORD2;
float3 View1 : TEXCOORD3;
float3 Att1 : TEXCOORD4;
float3 Light2 : TEXCOORD5;
float3 View2 : TEXCOORD6;
float3 Att2 : TEXCOORD7;
};
VS_OUTPUT main_vs(float4 inPosition : POSITION, float2 inTex : TEXCOORD0, float3 inNormal : NORMAL, float3 inTangent : TEXCOORD2 )
{
VS_OUTPUT Out ;
Out.oPosition = mul(inPosition, matWorldViewProj);
WldToTan[0] = mul(inTangent, matWorld);
WldToTan[1] = mul(cross(inTangent, inNormal), matWorld);
WldToTan[2] = mul(inNormal, matWorld);
Out.Tex = inTex.xy * 1; //Scale the texture UV's
float4 Pos_World = mul( inPosition, matWorld);
float LightRange1 = 0.003;
float LightRange2 = 0.003;
//light 1
float3 Light1 = Pos_World - vecLightPos[1];
Out.Light1.xyz = mul(WldToTan, -Light1);
//this is the part i changed to make it work. the way it is now only works on floors. i think this is where the problem is
float3 Viewer1 = Pos_World - vecViewDir;
Out.View1.x = vecViewDir.x*-1; //
Out.View1.y = vecViewDir.z;
Out.View1.z = vecViewDir.y; //
Out.Att1 = Light1 * LightRange1;
//light 2
float3 Light2 = Pos_World - vecLightPos[2];
Out.Light2.xyz = mul(WldToTan, -Light2);
float3 Viewer2 = Pos_World - vecViewDir;
Out.View2.xzy = mul(WldToTan, -Viewer2);
Out.Att2 = Light2 * LightRange2;
return Out;
}
struct PS_INPUT0
{
float2 Tex : TEXCOORD0;
float3 Light1 : TEXCOORD2;
float3 View1 : TEXCOORD3;
float3 Att1 : TEXCOORD4;
float3 Light2 : TEXCOORD5;
float3 View2 : TEXCOORD6;
float3 Att2 : TEXCOORD7;
};
float4 main_ps(PS_INPUT0 IN): COLOR
{
const float HeightScale = {0.02500f};
const float BiasFilter = {0.02500f};
float3 ViewDir = normalize(IN.View1);
float4 color;
float3 bumpNormal;
float Height = HeightScale * tex2D(sHeightMap, IN.Tex) - BiasFilter;
float2 OffsetTex = Height * ViewDir + IN.Tex;
color = tex2D(sColorMap, OffsetTex);
bumpNormal =(3 * (tex2D(sBumpMap, OffsetTex )))- 1.0;
float4 gloss = tex2D( sBumpMap, OffsetTex);
//light1
float3 LightDir1 = normalize(IN.Light1);
float3 ViewDir1 = normalize(IN.View1);
float4 diff1 = saturate(dot(bumpNormal, LightDir1));
float shadow1 = saturate(2 * diff1);
float3 Reflect1 = normalize(1 * diff1 * bumpNormal - LightDir1);
float4 spec1 = pow(saturate(dot(Reflect1, ViewDir1)), 1000);
float4 Attenuation1 = saturate(dot(IN.Att1, IN.Att1));
//light2
float3 LightDir2 = normalize(IN.Light2);
float3 ViewDir2 = normalize(IN.View2);
float4 diff2 = saturate(dot(bumpNormal, LightDir2));
float shadow2 = saturate(2 * diff2);
float3 Reflect2 = normalize(1 * diff2 * bumpNormal - LightDir2);
float4 spec2 = pow(saturate(dot(Reflect2,ViewDir2)), 1000);
float4 Attenuation2 = saturate(dot(IN.Att2, IN.Att2));
return (
(0.2 * color) + //ambient
((shadow1 * (color * diff1 + (spec1)) * (1 -Attenuation1))*vecLightColor[1])+
((shadow2 * (color * diff2 + (spec2)) * (1 -Attenuation2))*vecLightColor[2])
);
//return (0.2 * color + color* diff1 * vecLightColor[1]+diff2 * vecLightColor[2]);
}
technique Parallax
{
pass P0
{
VertexShader = compile vs_2_0 main_vs();
PixelShader = compile ps_2_0 main_ps();
}
}