<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>HLSL on GameSweetGame</title><link>https://gamesweetgame.com/en/tags/hlsl/</link><description>Recent content in HLSL on GameSweetGame</description><generator>Hugo -- gohugo.io</generator><language>en</language><lastBuildDate>Wed, 03 Jan 2024 00:00:00 +0900</lastBuildDate><atom:link href="https://gamesweetgame.com/en/tags/hlsl/index.xml" rel="self" type="application/rss+xml"/><item><title>DirectX Lighting Basics — Ambient, Diffuse, Specular</title><link>https://gamesweetgame.com/en/p/directx-lighting-basics-ambient-diffuse-specular/</link><pubDate>Wed, 03 Jan 2024 00:00:00 +0900</pubDate><guid>https://gamesweetgame.com/en/p/directx-lighting-basics-ambient-diffuse-specular/</guid><description>&lt;h2 id="lighting-calculation"&gt;Lighting Calculation
&lt;/h2&gt;&lt;div class="highlight"&gt;&lt;pre tabindex="0" style="color:#f8f8f2;background-color:#272822;-moz-tab-size:4;-o-tab-size:4;tab-size:4;-webkit-text-size-adjust:none;"&gt;&lt;code class="language-hlsl" data-lang="hlsl"&gt;&lt;span style="display:flex;"&gt;&lt;span&gt;&lt;span style="color:#66d9ef"&gt;float4&lt;/span&gt; fvTotalAmbient &lt;span style="color:#f92672"&gt;=&lt;/span&gt; fvAmbient &lt;span style="color:#f92672"&gt;*&lt;/span&gt; fvBaseColor;
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt;&lt;span style="color:#66d9ef"&gt;float4&lt;/span&gt; fvTotalDiffuse &lt;span style="color:#f92672"&gt;=&lt;/span&gt; fvDiffuse &lt;span style="color:#f92672"&gt;*&lt;/span&gt; fNDotL &lt;span style="color:#f92672"&gt;*&lt;/span&gt; fvBaseColor;
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt;&lt;span style="color:#66d9ef"&gt;float4&lt;/span&gt; fvTotalSpecular &lt;span style="color:#f92672"&gt;=&lt;/span&gt; fvSpecular &lt;span style="color:#f92672"&gt;*&lt;/span&gt; pow( fRDotV, fSpecularPower );
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt;&lt;span style="color:#66d9ef"&gt;return&lt;/span&gt;( saturate( fvTotalAmbient &lt;span style="color:#f92672"&gt;+&lt;/span&gt; fvTotalDiffuse &lt;span style="color:#f92672"&gt;+&lt;/span&gt; fvTotalSpecular ) );
&lt;/span&gt;&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;&lt;/div&gt;&lt;h2 id="notes"&gt;Notes
&lt;/h2&gt;&lt;ul&gt;
&lt;li&gt;&lt;code&gt;saturate()&lt;/code&gt; clamps the value between 0 and 1&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Do NOT use saturate in HDR&lt;/strong&gt; (values above 1.0 are needed)&lt;/li&gt;
&lt;li&gt;Large capacity is possible due to texture compression&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Rim lighting&lt;/strong&gt; technique: compute using the normal vector at the vertex stage&lt;/li&gt;
&lt;/ul&gt;</description></item><item><title>DirectX UI System Implementation</title><link>https://gamesweetgame.com/en/p/directx-ui-system-implementation/</link><pubDate>Mon, 01 Jan 2024 00:00:00 +0900</pubDate><guid>https://gamesweetgame.com/en/p/directx-ui-system-implementation/</guid><description>&lt;p&gt;When creating an entity, add UITestScript as a component. Pass the UI type during creation.&lt;/p&gt;
&lt;p&gt;Each type is implemented inside the Update function.&lt;/p&gt;
&lt;h2 id="ui-types"&gt;UI Types
&lt;/h2&gt;&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;STATIC&lt;/strong&gt; — A UI element that just sits there&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;ONMOUSE&lt;/strong&gt; — A UI element that &amp;ldquo;breathes&amp;rdquo; when hovered&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;GAUGE&lt;/strong&gt; — A gauge UI for time, hunger, mini-games, etc.&lt;/li&gt;
&lt;li&gt;If animation is needed, more types can be added&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="shader-code"&gt;Shader Code
&lt;/h2&gt;&lt;div class="highlight"&gt;&lt;pre tabindex="0" style="color:#f8f8f2;background-color:#272822;-moz-tab-size:4;-o-tab-size:4;tab-size:4;-webkit-text-size-adjust:none;"&gt;&lt;code class="language-hlsl" data-lang="hlsl"&gt;&lt;span style="display:flex;"&gt;&lt;span&gt;&lt;span style="color:#66d9ef"&gt;float4&lt;/span&gt; main(PixelIn input) &lt;span style="color:#f92672"&gt;:&lt;/span&gt; SV_TARGET
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt;{
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; &lt;span style="color:#66d9ef"&gt;float4&lt;/span&gt; texColor &lt;span style="color:#f92672"&gt;=&lt;/span&gt; &lt;span style="color:#66d9ef"&gt;float4&lt;/span&gt;(&lt;span style="color:#ae81ff"&gt;1&lt;/span&gt;, &lt;span style="color:#ae81ff"&gt;1&lt;/span&gt;, &lt;span style="color:#ae81ff"&gt;1&lt;/span&gt;, &lt;span style="color:#ae81ff"&gt;0&lt;/span&gt;);
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; &lt;span style="color:#66d9ef"&gt;if&lt;/span&gt;(UItype &lt;span style="color:#f92672"&gt;==&lt;/span&gt; &lt;span style="color:#ae81ff"&gt;1&lt;/span&gt;)
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; {
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; &lt;span style="color:#75715e"&gt;// Use frac() to wrap texture coordinates within 0-1 range&lt;/span&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; &lt;span style="color:#75715e"&gt;// for seamless repetition&lt;/span&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; input.tex.x &lt;span style="color:#f92672"&gt;=&lt;/span&gt; frac(input.tex.x);
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; input.tex.y &lt;span style="color:#f92672"&gt;=&lt;/span&gt; frac(input.tex.y);
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; texColor &lt;span style="color:#f92672"&gt;=&lt;/span&gt; shaderTexture.Sample(SampleType, input.tex);
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; &lt;span style="color:#66d9ef"&gt;if&lt;/span&gt; (texColor.a &lt;span style="color:#f92672"&gt;&amp;lt;&lt;/span&gt; &lt;span style="color:#ae81ff"&gt;0.01&lt;/span&gt;)
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; &lt;span style="color:#66d9ef"&gt;discard&lt;/span&gt;;
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; }
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; &lt;span style="color:#66d9ef"&gt;else&lt;/span&gt; &lt;span style="color:#66d9ef"&gt;if&lt;/span&gt;(UItype &lt;span style="color:#f92672"&gt;==&lt;/span&gt; &lt;span style="color:#ae81ff"&gt;2&lt;/span&gt;)
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; {
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; &lt;span style="color:#66d9ef"&gt;float2&lt;/span&gt; textureOffset &lt;span style="color:#f92672"&gt;=&lt;/span&gt; &lt;span style="color:#66d9ef"&gt;float2&lt;/span&gt;(&lt;span style="color:#ae81ff"&gt;0.0f&lt;/span&gt;, &lt;span style="color:#ae81ff"&gt;0.0f&lt;/span&gt;);
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; &lt;span style="color:#66d9ef"&gt;float2&lt;/span&gt; textureSize &lt;span style="color:#f92672"&gt;=&lt;/span&gt; &lt;span style="color:#66d9ef"&gt;float2&lt;/span&gt;(&lt;span style="color:#ae81ff"&gt;1.0f&lt;/span&gt;, &lt;span style="color:#ae81ff"&gt;1&lt;/span&gt; &lt;span style="color:#f92672"&gt;-&lt;/span&gt; textureTranslation);
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; &lt;span style="color:#75715e"&gt;// Discard pixels outside the visible gauge area&lt;/span&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; &lt;span style="color:#66d9ef"&gt;if&lt;/span&gt; (input.tex.x &lt;span style="color:#f92672"&gt;&amp;lt;&lt;/span&gt; textureOffset.x &lt;span style="color:#f92672"&gt;||&lt;/span&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; input.tex.x &lt;span style="color:#f92672"&gt;&amp;gt;&lt;/span&gt; textureOffset.x &lt;span style="color:#f92672"&gt;+&lt;/span&gt; textureSize.x &lt;span style="color:#f92672"&gt;||&lt;/span&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; &lt;span style="color:#ae81ff"&gt;1&lt;/span&gt; &lt;span style="color:#f92672"&gt;-&lt;/span&gt; input.tex.y &lt;span style="color:#f92672"&gt;&amp;lt;&lt;/span&gt; textureOffset.y &lt;span style="color:#f92672"&gt;||&lt;/span&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; &lt;span style="color:#ae81ff"&gt;1&lt;/span&gt; &lt;span style="color:#f92672"&gt;-&lt;/span&gt; input.tex.y &lt;span style="color:#f92672"&gt;&amp;gt;&lt;/span&gt; textureOffset.y &lt;span style="color:#f92672"&gt;+&lt;/span&gt; textureSize.y)
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; {
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; &lt;span style="color:#66d9ef"&gt;discard&lt;/span&gt;;
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; }
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; &lt;span style="color:#66d9ef"&gt;else&lt;/span&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; {
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; texColor &lt;span style="color:#f92672"&gt;=&lt;/span&gt; shaderTexture.Sample(SampleType, input.tex);
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; }
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; }
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; &lt;span style="color:#66d9ef"&gt;else&lt;/span&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; {
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; texColor &lt;span style="color:#f92672"&gt;=&lt;/span&gt; shaderTexture.Sample(SampleType, input.tex);
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; &lt;span style="color:#66d9ef"&gt;if&lt;/span&gt; (texColor.a &lt;span style="color:#f92672"&gt;&amp;lt;&lt;/span&gt; &lt;span style="color:#ae81ff"&gt;0.01&lt;/span&gt;)
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; &lt;span style="color:#66d9ef"&gt;discard&lt;/span&gt;;
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; }
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt; &lt;span style="color:#66d9ef"&gt;return&lt;/span&gt; texColor;
&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt;}
&lt;/span&gt;&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;&lt;/div&gt;&lt;h3 id="key-points"&gt;Key Points
&lt;/h3&gt;&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;UItype == 1 (ONMOUSE):&lt;/strong&gt; Uses &lt;code&gt;frac()&lt;/code&gt; to wrap texture coordinates for a breathing animation effect&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;UItype == 2 (GAUGE):&lt;/strong&gt; Controls the visible texture area via &lt;code&gt;textureTranslation&lt;/code&gt; to create a fill effect&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;else (STATIC):&lt;/strong&gt; Simple texture sampling with alpha discard below 0.01&lt;/li&gt;
&lt;/ul&gt;</description></item></channel></rss>