obs-StreamFX/data/effects/sdf-shadow.effect
Michael Fabian 'Xaymar' Dirks 7cf3e17b9b filter-sdf-effects: Fix black border and add inverse gradient shadow
Sources were rendering with a black border around them if they had a soft fade, which is due to how the shadow calculated the image sample. With the new shader code this is now fixed and the source looks like it should be. Additionally this removes the bug where enabling any shadow would cause only the texels to draw that were above the threshold.

Additionally this adds support for inverse gradients (min > max) and negative gradients for outer shadows instead of only positive gradients. This technically allows for cleaner shadows.
2019-01-30 02:38:34 +01:00

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// -------------------------------------------------------------------------------- //
// Defines
#define MAX_DISTANCE 65536.0
#define NEAR_INFINITE 18446744073709551616.0
#define FLT_SMALL 0.001
// -------------------------------------------------------------------------------- //
// OBS Default
uniform float4x4 ViewProj;
// Inputs
uniform texture2d _sdf;
uniform texture2d _image;
uniform float _inner_min;
uniform float _inner_max;
uniform float2 _inner_offset;
uniform float4 _inner_color;
uniform float _outer_min;
uniform float _outer_max;
uniform float2 _outer_offset;
uniform float4 _outer_color;
uniform float _threshold;
sampler_state sdfSampler {
Filter = Linear;
AddressU = Clamp;
AddressV = Clamp;
};
sampler_state sdfSampler1_1 {
Filter = Linear;
AddressU = Border;
AddressV = Border;
BorderColor = FFFF0000;
};
sampler_state imageSampler {
Filter = Linear;
AddressU = Clamp;
AddressV = Clamp;
};
struct VertDataIn {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
struct VertDataOut {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
VertDataOut VSDefault(VertDataIn v_in)
{
VertDataOut vert_out;
vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
vert_out.uv = v_in.uv;
return vert_out;
}
float4 PS_SDFShadow_v1(VertDataOut v_in) : TARGET
{
float4 final = _image.Sample(imageSampler, v_in.uv);
if (_inner_max > 0 && final.a >= _threshold) {
float inner_dist = _sdf.Sample(sdfSampler, v_in.uv + _inner_offset).g;
float range = (_inner_max - _inner_min);
float str = clamp(inner_dist - _inner_min, 0, range) / range;
final = lerp(_inner_color, final, str);
}
if (_outer_max > 0 && final.a < _threshold) {
float outer_dist = _sdf.Sample(sdfSampler, v_in.uv + _outer_offset).r;
float range = (_outer_max - _outer_min);
float str = clamp(outer_dist - _outer_min, 0, range) / range;
final = lerp(_outer_color, float4(_outer_color.r, _outer_color.g, _outer_color.b, 0.0), str);
}
return final;
}
float4 PS_SDFShadow_v1_1(VertDataOut v_in) : TARGET
{
// V1.1:
// - No longer clipping off image using _threshold.
// - Inverse Gradient supported (max < min)
// - Negative Gradient support (min/max < 0)
// Support for inverse Gradient (Outer Shadow): Maximum < Minimum
//
// Min=4.00, Max=0.00:
// Expected: Max is fully visible, Min and higher is fully shadowed.
// d=0.5
// d = d - 4.00 (= -3.5)
// d = d / 4.00 (= -0.875, 87.5%)
// d is 87.5% visible
// Normal:
// Min=0.00, Max=4.00:
// d=0.5
// d = d - 0.00 (= 0.5)
// d = d / 4.00 (= 0.125, 12.5%)
// d is 12.5% visible
float4 final = float4(0., 0., 0., 0.);
float4 base = _image.Sample(imageSampler, v_in.uv);
//! Outer Shadow
// Are we allowed to draw an outer shadow?
float2 outer_sdf = _sdf.Sample(sdfSampler, v_in.uv + _outer_offset).rg * float2(MAX_DISTANCE, MAX_DISTANCE);
if ((_outer_color.a > 0.) && (outer_sdf.r < MAX_DISTANCE)) {
// Calculate the true distance value:
// - If we are outside, this will be positive.
// - If we are inside, this will be negative.
float sdf_distance = outer_sdf.r - outer_sdf.g;
// Calculate the delta.
float delta = _outer_max - _outer_min;
float t1 = sdf_distance - _outer_min;
float t2 = clamp(t1 / delta, 0., 1.);
final = lerp(final, _outer_color, 1. - t2);
}
// Base Image
final += base;
//! Inner Shadow
// Are we allowed to draw an inner shadow?
float2 inner_sdf = _sdf.Sample(sdfSampler, v_in.uv + _inner_offset).rg * float2(MAX_DISTANCE, MAX_DISTANCE);
if ((_inner_color.a > 0.) && (inner_sdf.g < MAX_DISTANCE) && (inner_sdf.r <= FLT_SMALL)) {
// Calculate the true distance value:
// - If we are outside, this will be positive.
// - If we are inside, this will be negative.
float sdf_distance = inner_sdf.g;
// Calculate the delta.
float delta = _inner_max - _inner_min;
float t1 = sdf_distance - _inner_min;
float t2 = clamp(t1 / delta, 0., 1.);
// Inner shadow does not affect alpha of image.
final.rgb = lerp(final.rgb, _inner_color.rgb, (1. - t2) * _inner_color.a);
}
return final;
}
technique Draw
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PS_SDFShadow_v1_1(v_in);
}
}