Files
GhostEngine/Ghost.Graphics/RenderPasses/ShaderCode.hlsl
Misaki bd97d233cb Refactor and optimize rendering pipeline
- Added `<IsTrimmable>` property in project files for trimming.
- Replaced bindless texture types with non-bindless equivalents.
- Refactored `ShaderDescriptor` and `ShaderPass` for better modularity.
- Introduced `ShaderDescriptorExtensions` for property size calculations.
- Simplified constant buffer handling in `Material.cs`.
- Improved resource management in `D3D12` components.
- Added support for static meshes and optimized resource barriers.
- Refactored shader code generation and property merging in `SDLCompiler`.
- Removed unused or redundant code (e.g., `IncludesBlock` parser).
- Updated comments, documentation, and error handling for clarity.
2025-11-28 18:58:50 +09:00

50 lines
1.6 KiB
HLSL

#include GENERATED_CODE_PATH
#include "F:/csharp/GhostEngine/Ghost.Shader/BuiltIn/Properties.hlsl"
#include "F:/csharp/GhostEngine/Ghost.Shader/BuiltIn/Common.hlsl"
struct PixelInput
{
float4 position : SV_POSITION;
float4 color : COLOR;
float4 uv : TEXCOORD0;
};
[NumThreads(3, 1, 1)] // 3 threads per triangle
[OutputTopology("triangle")]
void MSMain(
uint3 groupThreadID : SV_GroupThreadID,
uint groupID : SV_GroupID,
out vertices PixelInput outVerts[3],
out indices uint3 outTris[1])
{
uint vertexId = groupThreadID.x;
Vertex v = LoadVertexData(vertexId, groupID.x, g_PerObjectData.vertexBuffer, g_PerObjectData.indexBuffer);
SetMeshOutputCounts(3, 1);
//v.position = mul(g_PerViewData.cameraMatrix, mul(g_PerObjectData.localToWorld, v.position));
// Write vertex output
outVerts[vertexId].position = v.position;
outVerts[vertexId].color = v.color;
outVerts[vertexId].uv = v.uv;
// Thread 0 defines topology
if (vertexId == 0)
{
outTris[0] = uint3(0, 1, 2);
}
}
float4 PSMain(PixelInput input) : SV_TARGET
{
//float4 color1 = SAMPLE_TEXTURE2D(g_PerMaterialData.texture1, 0, input.uv.xy);
//float4 color2 = SAMPLE_TEXTURE2D(g_PerMaterialData.texture2, 0, input.uv.xy);
//float4 color3 = SAMPLE_TEXTURE2D(g_PerMaterialData.texture3, 0, input.uv.xy);
//float4 color4 = SAMPLE_TEXTURE2D(g_PerMaterialData.texture4, 0, input.uv.xy);
//float4 blendedColor = (color1 + color2 + color3 + color4) * 0.25f;
return g_PerMaterialData.color + input.color;
//return input.color;
}