Quote:

Does it really exists? Or is it a mythos?

What about the last versions? I couldnīt see any bugs.




Just for you... Merry Xmas (belated)

Code:

// -------------------------------------------------------------
// Parallax (offset) Mapping Shader for 3DGS Model Entities
//
// By: Eric Hendrickson-Lambert (Steempipe)
//
// Requires: A6.31+, DX9.00c, and pixelshader.2.0
//
//
// Note: As always, this is a work in progress....
// To be free for use; credit appreciated.
//

// 11/17/04: -Cleaned up code for release
// 11/27/04: -Modified the code to follow suit
// with Matt A's Ultimate Lighting Shader.
// For easier integration and modification.
// 11/28/04 -(2) dynamic lights added.
//
//
// ToDo: -Add more light passes
// -Iron out the view vectors in the effect
// -Add another texture for use as gloss/spec mask
-Spit out gloss/spec UV with seperate coords for individual scaling
//
// Collaborators: -Drew Medina (Testing, bug reporting, and demo work)
//
// -------------------------------------------------------------


material mat_parallax {

flags=tangent;

effect="

float4x4 matWorldViewProj;
float4x4 matWorld;
float4x4 matViewInv;

float3x3 WldToTan;

float4 vecViewPos;
float4 vecViewDir;

float4 vecLight;
float4 vecLightPos[8];
float4 vecLightColor[8];

texture entSkin1;
texture entSkin2;
texture entSkin3;

sampler sColorMap = sampler_state
{
Texture = <entSkin1>;
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
AddressU = Wrap;
AddressV = Wrap;
};


sampler sBumpMap = sampler_state
{
Texture = <entSkin2>;
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
AddressU = Wrap;
AddressV = Wrap;
};


sampler sHeightMap = sampler_state
{
Texture = <entSkin3>;
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 * 1.5; //Scale the texture UV's


float4 Pos_World = mul( inPosition, matWorld);

float LightRange1 = 0.003;
float LightRange2 = 0.005;

//light 1
float3 Light1 = Pos_World - vecLightPos[1];
Out.Light1.xyz = mul(WldToTan, -Light1);

float3 Viewer1 = Pos_World - vecViewDir;
Out.View1.xzy = mul(WldToTan, -Viewer1);

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 = {0.030000f};
const float BiasFilter = {0.025000f};



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 =(2 * (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(2 * diff1 * bumpNormal - LightDir1);
float4 spec1 = pow(saturate(dot(Reflect1, ViewDir1)), 8);
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(2 * diff2 * bumpNormal - LightDir2);
float4 spec2 = pow(saturate(dot(Reflect2,ViewDir2)), 8);
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();
}
}


";
}

action parallax_fx{

my.material = mat_parallax;
//my.frame+=1; //If engine tangent bug is not rectified yet


}


}