From 8f97eb697370d5984d305bd4c769b171abec64e2 Mon Sep 17 00:00:00 2001 From: Robert Beckebans Date: Fri, 11 Mar 2022 18:18:02 +0100 Subject: [PATCH] Removed obsolete RBDoom 1.1 ambient_light shader --- neo/renderer/NVRHI/RenderBackend_NVRHI.cpp | 1 + neo/renderer/RenderBackend.cpp | 17 +- neo/renderer/RenderProgs.cpp | 3 - neo/renderer/RenderProgs.h | 12 - .../builtin/lighting/ambient_lighting.ps.hlsl | 110 ---------- .../builtin/lighting/ambient_lighting.vs.hlsl | 206 ------------------ .../lighting/ambient_lighting_IBL.ps.hlsl | 28 +-- neo/shaders/shaders.cfg | 2 - 8 files changed, 16 insertions(+), 363 deletions(-) delete mode 100644 neo/shaders/builtin/lighting/ambient_lighting.ps.hlsl delete mode 100644 neo/shaders/builtin/lighting/ambient_lighting.vs.hlsl diff --git a/neo/renderer/NVRHI/RenderBackend_NVRHI.cpp b/neo/renderer/NVRHI/RenderBackend_NVRHI.cpp index a8ccc733..a9c248b2 100644 --- a/neo/renderer/NVRHI/RenderBackend_NVRHI.cpp +++ b/neo/renderer/NVRHI/RenderBackend_NVRHI.cpp @@ -746,6 +746,7 @@ void idRenderBackend::DrawElementsWithCounters( const drawSurf_t* surf ) common->FatalError( "Invalid binding set %d\n", renderProgManager.BindingLayoutType() ); } + int bindingLayoutType = renderProgManager.BindingLayoutType(); currentBindingSet = bindingCache.GetOrCreateBindingSet( bindingSetDesc, renderProgManager.BindingLayout() ); renderProgManager.CommitConstantBuffer( commandList ); diff --git a/neo/renderer/RenderBackend.cpp b/neo/renderer/RenderBackend.cpp index fb9476e7..d2676ec8 100644 --- a/neo/renderer/RenderBackend.cpp +++ b/neo/renderer/RenderBackend.cpp @@ -2423,21 +2423,6 @@ void idRenderBackend::AmbientPass( const drawSurf_t* const* drawSurfs, int numDr renderProgManager.BindShader_SmallGeometryBuffer(); } } - else - { - - // TODO support PBR textures - - // draw Quake 4 style ambient - if( drawSurf->jointCache ) - { - renderProgManager.BindShader_AmbientLightingSkinned(); - } - else - { - renderProgManager.BindShader_AmbientLighting(); - } - } } // change the matrix if needed @@ -6170,7 +6155,7 @@ void idRenderBackend::DrawViewInternal( const viewDef_t* _viewDef, const int ste } #endif -#if 1 +#if 0 CalculateAutomaticExposure(); Tonemap( _viewDef ); #else diff --git a/neo/renderer/RenderProgs.cpp b/neo/renderer/RenderProgs.cpp index af5da65d..6778fc22 100644 --- a/neo/renderer/RenderProgs.cpp +++ b/neo/renderer/RenderProgs.cpp @@ -331,8 +331,6 @@ void idRenderProgManager::Init( nvrhi::IDevice* _device ) // RB begin { BUILTIN_COLOR_SKINNED, "builtin/color", "_skinned", { {"USE_GPU_SKINNING", "1" } }, true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DEFAULT }, { BUILTIN_VERTEX_COLOR, "builtin/vertex_color", "", {}, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DEFAULT }, - { BUILTIN_AMBIENT_LIGHTING, "builtin/lighting/ambient_lighting", "", { { "USE_GPU_SKINNING", "0" }, { "USE_PBR", "0" } }, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DEFAULT }, - { BUILTIN_AMBIENT_LIGHTING_SKINNED, "builtin/lighting/ambient_lighting", "_skinned", { { "USE_GPU_SKINNING", "1" }, { "USE_PBR", "0" } }, true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DEFAULT }, { BUILTIN_AMBIENT_LIGHTING_IBL, "builtin/lighting/ambient_lighting_IBL", "", { { "USE_GPU_SKINNING", "0" }, { "USE_PBR", "0" } }, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_AMBIENT_LIGHTING_IBL }, { BUILTIN_AMBIENT_LIGHTING_IBL_SKINNED, "builtin/lighting/ambient_lighting_IBL", "_skinned", { { "USE_GPU_SKINNING", "1" }, { "USE_PBR", "0" } }, true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_AMBIENT_LIGHTING_IBL }, @@ -529,7 +527,6 @@ void idRenderProgManager::Init( nvrhi::IDevice* _device ) // RB begin renderProgs[builtinShaders[BUILTIN_DEBUG_LIGHTGRID_SKINNED]].usesJoints = true; renderProgs[builtinShaders[BUILTIN_DEBUG_OCTAHEDRON_SKINNED]].usesJoints = true; - renderProgs[builtinShaders[BUILTIN_AMBIENT_LIGHTING_SKINNED]].usesJoints = true; renderProgs[builtinShaders[BUILTIN_AMBIENT_LIGHTING_IBL_SKINNED]].usesJoints = true; renderProgs[builtinShaders[BUILTIN_AMBIENT_LIGHTING_IBL_PBR_SKINNED]].usesJoints = true; diff --git a/neo/renderer/RenderProgs.h b/neo/renderer/RenderProgs.h index f87459c7..b618f623 100644 --- a/neo/renderer/RenderProgs.h +++ b/neo/renderer/RenderProgs.h @@ -279,8 +279,6 @@ enum // RB begin BUILTIN_COLOR_SKINNED, BUILTIN_VERTEX_COLOR, - BUILTIN_AMBIENT_LIGHTING, - BUILTIN_AMBIENT_LIGHTING_SKINNED, BUILTIN_AMBIENT_LIGHTING_IBL, BUILTIN_AMBIENT_LIGHTING_IBL_SKINNED, @@ -454,16 +452,6 @@ public: BindShader_Builtin( BUILTIN_VERTEX_COLOR ); } - void BindShader_AmbientLighting() - { - BindShader_Builtin( BUILTIN_AMBIENT_LIGHTING ); - } - - void BindShader_AmbientLightingSkinned() - { - BindShader_Builtin( BUILTIN_AMBIENT_LIGHTING_SKINNED ); - } - void BindShader_ImageBasedLighting() { BindShader_Builtin( BUILTIN_AMBIENT_LIGHTING_IBL ); diff --git a/neo/shaders/builtin/lighting/ambient_lighting.ps.hlsl b/neo/shaders/builtin/lighting/ambient_lighting.ps.hlsl deleted file mode 100644 index 9ce7b461..00000000 --- a/neo/shaders/builtin/lighting/ambient_lighting.ps.hlsl +++ /dev/null @@ -1,110 +0,0 @@ -/* -=========================================================================== - -Doom 3 BFG Edition GPL Source Code -Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. -Copyright (C) 2013-2015 Robert Beckebans - -This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). - -Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify -it under the terms of the GNU General Public License as published by -the Free Software Foundation, either version 3 of the License, or -(at your option) any later version. - -Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful, -but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -GNU General Public License for more details. - -You should have received a copy of the GNU General Public License -along with Doom 3 BFG Edition Source Code. If not, see . - -In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below. - -If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. - -=========================================================================== -*/ - -#include "global_inc.hlsl" - - -// *INDENT-OFF* -Texture2D t_Normal : register( t0 ); -Texture2D t_Specular : register( t1 ); -Texture2D t_BaseColor : register( t2 ); -Texture2D t_BrdfLut : register( t3 ); -Texture2D t_Ssao : register( t4 ); - -SamplerState samp0 : register(s0); // texture 1 is the per-surface normal map -SamplerState samp1 : register(s1); // texture 3 is the per-surface specular or roughness/metallic/AO mixer map -SamplerState samp2 : register(s2); // texture 2 is the per-surface baseColor map -SamplerState samp3 : register(s3); // texture 3 is the BRDF LUT -SamplerState samp4 : register(s4); // texture 4 is SSAO - -struct PS_IN { - half4 position : VPOS; - half4 texcoord0 : TEXCOORD0_centroid; - half4 texcoord1 : TEXCOORD1_centroid; -// half4 texcoord2 : TEXCOORD2_centroid; -// half4 texcoord3 : TEXCOORD3_centroid; - half4 texcoord4 : TEXCOORD4_centroid; - half4 texcoord5 : TEXCOORD5_centroid; - half4 texcoord6 : TEXCOORD6_centroid; - half4 color : COLOR0; -}; - -struct PS_OUT { - half4 color : SV_Target0; -}; -// *INDENT-ON* - -void main( PS_IN fragment, out PS_OUT result ) -{ - half4 bumpMap = t_Normal.Sample( samp0, fragment.texcoord1.xy ); -// half4 lightFalloff = idtex2Dproj( samp1, fragment.texcoord2 ); -// half4 lightProj = idtex2Dproj( samp2, fragment.texcoord3 ); - half4 YCoCG = t_BaseColor.Sample( samp2, fragment.texcoord4.xy ); -// half4 specMap = sRGBAToLinearRGBA( tex2D( samp1, fragment.texcoord5.xy ) ); - half4 specMap = t_Specular.Sample( samp1, fragment.texcoord5.xy ); - - half3 lightVector = normalize( fragment.texcoord0.xyz ); - half3 diffuseMap = sRGBToLinearRGB( ConvertYCoCgToRGB( YCoCG ) ); - - half3 localNormal; -#if defined(USE_NORMAL_FMT_RGB8) - localNormal.xy = bumpMap.rg - 0.5; -#else - localNormal.xy = bumpMap.wy - 0.5; -#endif - localNormal.z = sqrt( abs( dot( localNormal.xy, localNormal.xy ) - 0.25 ) ); - localNormal = normalize( localNormal ); - - const half specularPower = 10.0f; - half hDotN = dot3( normalize( fragment.texcoord6.xyz ), localNormal ); - // RB: added abs - half specPoweredValue = pow( abs( hDotN ), specularPower ); - half3 specularContribution = half3( specPoweredValue, specPoweredValue, specPoweredValue ); - - half3 diffuseColor = diffuseMap * ( rpDiffuseModifier.xyz * 0.5f ); - half3 specularColor = specMap.xyz * specularContribution * ( rpSpecularModifier.xyz ); - - // RB: http://developer.valvesoftware.com/wiki/Half_Lambert - float halfLdotN = dot3( localNormal, lightVector ) * 0.5 + 0.5; - halfLdotN *= halfLdotN; - - // traditional very dark Lambert light model used in Doom 3 - float ldotN = dot3( localNormal, lightVector ); - - half3 lightColor = sRGBToLinearRGB( rpAmbientColor.rgb ); - - half rim = 1.0f - saturate( hDotN ); - half rimPower = 8.0; - half3 rimColor = sRGBToLinearRGB( half3( 0.125, 0.125, 0.125 ) * 1.2 ) * lightColor * pow( rim, rimPower ); - - //result.color.rgb = localNormal.xyz * 0.5 + 0.5; - result.color.xyz = ( ( diffuseColor + specularColor ) * halfLdotN * lightColor + rimColor ) * fragment.color.rgb; - //result.color = ( ( diffuseColor + specularColor ) * halfLdotN * lightColor + rimColor ) * fragment.color.rgba; - result.color.w = fragment.color.a; -} diff --git a/neo/shaders/builtin/lighting/ambient_lighting.vs.hlsl b/neo/shaders/builtin/lighting/ambient_lighting.vs.hlsl deleted file mode 100644 index 12c7a3d5..00000000 --- a/neo/shaders/builtin/lighting/ambient_lighting.vs.hlsl +++ /dev/null @@ -1,206 +0,0 @@ -/* -=========================================================================== - -Doom 3 BFG Edition GPL Source Code -Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. -Copyright (C) 2013-2015 Robert Beckebans - -This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). - -Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify -it under the terms of the GNU General Public License as published by -the Free Software Foundation, either version 3 of the License, or -(at your option) any later version. - -Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful, -but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -GNU General Public License for more details. - -You should have received a copy of the GNU General Public License -along with Doom 3 BFG Edition Source Code. If not, see . - -In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below. - -If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. - -=========================================================================== -*/ - -#include "global_inc.hlsl" - - -#if USE_GPU_SKINNING -cbuffer CB : -register( b1 ) -{ - float4 matrices[408]; -}; -#endif - -// *INDENT-OFF* -struct VS_IN { - float4 position : POSITION; - float2 texcoord : TEXCOORD0; - float4 normal : NORMAL; - float4 tangent : TANGENT; - float4 color : COLOR0; - float4 color2 : COLOR1; -}; - -struct VS_OUT { - float4 position : POSITION; - float4 texcoord0 : TEXCOORD0; - float4 texcoord1 : TEXCOORD1; -// float4 texcoord2 : TEXCOORD2; -// float4 texcoord3 : TEXCOORD3; - float4 texcoord4 : TEXCOORD4; - float4 texcoord5 : TEXCOORD5; - float4 texcoord6 : TEXCOORD6; - float4 color : COLOR0; -}; -// *INDENT-ON* - -void main( VS_IN vertex, out VS_OUT result ) -{ - float4 vNormal = vertex.normal * 2.0 - 1.0; - float4 vTangent = vertex.tangent * 2.0 - 1.0; - float3 vBitangent = cross( vNormal.xyz, vTangent.xyz ) * vTangent.w; - -#if USE_GPU_SKINNING - //-------------------------------------------------------------- - // GPU transformation of the normal / tangent / bitangent - // - // multiplying with 255.1 give us the same result and is faster than floor( w * 255 + 0.5 ) - //-------------------------------------------------------------- - const float w0 = vertex.color2.x; - const float w1 = vertex.color2.y; - const float w2 = vertex.color2.z; - const float w3 = vertex.color2.w; - - float4 matX, matY, matZ; // must be float4 for vec4 - int joint = int( vertex.color.x * 255.1 * 3.0 ); - matX = matrices[int( joint + 0 )] * w0; - matY = matrices[int( joint + 1 )] * w0; - matZ = matrices[int( joint + 2 )] * w0; - - joint = int( vertex.color.y * 255.1 * 3.0 ); - matX += matrices[int( joint + 0 )] * w1; - matY += matrices[int( joint + 1 )] * w1; - matZ += matrices[int( joint + 2 )] * w1; - - joint = int( vertex.color.z * 255.1 * 3.0 ); - matX += matrices[int( joint + 0 )] * w2; - matY += matrices[int( joint + 1 )] * w2; - matZ += matrices[int( joint + 2 )] * w2; - - joint = int( vertex.color.w * 255.1 * 3.0 ); - matX += matrices[int( joint + 0 )] * w3; - matY += matrices[int( joint + 1 )] * w3; - matZ += matrices[int( joint + 2 )] * w3; - - float3 normal; - normal.x = dot3( matX, vNormal ); - normal.y = dot3( matY, vNormal ); - normal.z = dot3( matZ, vNormal ); - normal = normalize( normal ); - - float3 tangent; - tangent.x = dot3( matX, vTangent ); - tangent.y = dot3( matY, vTangent ); - tangent.z = dot3( matZ, vTangent ); - tangent = normalize( tangent ); - - float3 bitangent; - bitangent.x = dot3( matX, vBitangent ); - bitangent.y = dot3( matY, vBitangent ); - bitangent.z = dot3( matZ, vBitangent ); - bitangent = normalize( bitangent ); - - float4 modelPosition; - modelPosition.x = dot4( matX, vertex.position ); - modelPosition.y = dot4( matY, vertex.position ); - modelPosition.z = dot4( matZ, vertex.position ); - modelPosition.w = 1.0; - -#else - float4 modelPosition = vertex.position; - float3 normal = vNormal.xyz; - float3 tangent = vTangent.xyz; - float3 bitangent = vBitangent.xyz; -#endif - - result.position.x = dot4( modelPosition, rpMVPmatrixX ); - result.position.y = dot4( modelPosition, rpMVPmatrixY ); - result.position.z = dot4( modelPosition, rpMVPmatrixZ ); - result.position.w = dot4( modelPosition, rpMVPmatrixW ); - - float4 defaultTexCoord = float4( 0.0f, 0.5f, 0.0f, 1.0f ); - - //calculate vector to light - //float4 toLight = rpLocalLightOrigin; - float4 toLight = normalize( float4( 0.0f, 0.5f, 1.0f, 1.0f ) ); - - //-------------------------------------------------------------- - - //result.texcoord0 is the direction to the light in tangent space - result.texcoord0.x = dot3( tangent, toLight ); - result.texcoord0.y = dot3( bitangent, toLight ); - result.texcoord0.z = dot3( normal, toLight ); - result.texcoord0.w = 1.0f; - - //textures 1 takes the base coordinates by the texture matrix - result.texcoord1 = defaultTexCoord; - result.texcoord1.x = dot4( vertex.texcoord.xy, rpBumpMatrixS ); - result.texcoord1.y = dot4( vertex.texcoord.xy, rpBumpMatrixT ); - - //# texture 2 has one texgen - //result.texcoord2 = defaultTexCoord; - //result.texcoord2.x = dot4( vertex.position, rpLightFalloffS ); - - //# texture 3 has three texgens - //result.texcoord3.x = dot4( vertex.position, rpLightProjectionS ); - //result.texcoord3.y = dot4( vertex.position, rpLightProjectionT ); - //result.texcoord3.z = 0.0f; - //result.texcoord3.w = dot4( vertex.position, rpLightProjectionQ ); - - //# textures 4 takes the base coordinates by the texture matrix - result.texcoord4 = defaultTexCoord; - result.texcoord4.x = dot4( vertex.texcoord.xy, rpDiffuseMatrixS ); - result.texcoord4.y = dot4( vertex.texcoord.xy, rpDiffuseMatrixT ); - - //# textures 5 takes the base coordinates by the texture matrix - result.texcoord5 = defaultTexCoord; - result.texcoord5.x = dot4( vertex.texcoord.xy, rpSpecularMatrixS ); - result.texcoord5.y = dot4( vertex.texcoord.xy, rpSpecularMatrixT ); - - //# texture 6's texcoords will be the halfangle in texture space - - //# calculate normalized vector to light in R0 - toLight = normalize( toLight ); - - //# calculate normalized vector to viewer in R1 - float4 toView = normalize( rpLocalViewOrigin - modelPosition ); - - //# add together to become the half angle vector in object space (non-normalized) - float4 halfAngleVector = toLight + toView; - - //# put into texture space - result.texcoord6.x = dot3( tangent, halfAngleVector ); - result.texcoord6.y = dot3( bitangent, halfAngleVector ); - result.texcoord6.z = dot3( normal, halfAngleVector ); - result.texcoord6.w = 1.0f; - -#if defined( USE_GPU_SKINNING ) - // for joint transformation of the tangent space, we use color and - // color2 for weighting information, so hopefully there aren't any - // effects that need vertex color... - result.color = float4( 1.0f, 1.0f, 1.0f, 1.0f ); -#else - //# generate the vertex color, which can be 1.0, color, or 1.0 - color - //# for 1.0 : env[16] = 0, env[17] = 1 - //# for color : env[16] = 1, env[17] = 0 - //# for 1.0-color : env[16] = -1, env[17] = 1 - result.color = ( swizzleColor( vertex.color ) * rpVertexColorModulate ) + rpVertexColorAdd; -#endif -} \ No newline at end of file diff --git a/neo/shaders/builtin/lighting/ambient_lighting_IBL.ps.hlsl b/neo/shaders/builtin/lighting/ambient_lighting_IBL.ps.hlsl index ac6dd960..5184d12f 100644 --- a/neo/shaders/builtin/lighting/ambient_lighting_IBL.ps.hlsl +++ b/neo/shaders/builtin/lighting/ambient_lighting_IBL.ps.hlsl @@ -33,27 +33,27 @@ If you have questions concerning this license or the applicable additional terms // *INDENT-OFF* -Texture2D t_Normal : register( t0 ); -Texture2D t_Specular : register( t1 ); -Texture2D t_BaseColor : register( t2 ); -Texture2D t_BrdfLut : register( t3 ); -Texture2D t_Ssao : register( t4 ); +Texture2D t_Normal : register( t0 ); +Texture2D t_Specular : register( t1 ); +Texture2D t_BaseColor : register( t2 ); +Texture2D t_BrdfLut : register( t3 ); +Texture2D t_Ssao : register( t4 ); Texture2D t_IrradianceCubeMap : register( t7 ); Texture2D t_RadianceCubeMap1 : register( t8 ); Texture2D t_RadianceCubeMap2 : register( t9 ); Texture2D t_RadianceCubeMap3 : register( t10 ); -SamplerState samp0 : register(s0); // texture 0 is the per-surface normal map -SamplerState samp1 : register(s1); // texture 1 is the per-surface specular or roughness/metallic/AO mixer map -SamplerState samp2 : register(s2); // texture 2 is the per-surface baseColor map -SamplerState samp3 : register(s3); // texture 3 is the BRDF LUT -SamplerState samp4 : register(s4); // texture 4 is SSAO +SamplerState samp0 : register(s0); // texture 0 is the per-surface normal map +SamplerState samp1 : register(s1); // texture 1 is the per-surface specular or roughness/metallic/AO mixer map +SamplerState samp2 : register(s2); // texture 2 is the per-surface baseColor map +SamplerState samp3 : register(s3); // texture 3 is the BRDF LUT +SamplerState samp4 : register(s4); // texture 4 is SSAO -SamplerState samp7 : register(s7); // texture 7 is the irradiance cube map -SamplerState samp8 : register(s8); // texture 8 is the radiance cube map 1 -SamplerState samp9 : register(s9); // texture 9 is the radiance cube map 2 -SamplerState samp10 : register(s10); // texture 10 is the radiance cube map 3 +SamplerState samp7 : register(s7); // texture 7 is the irradiance cube map +SamplerState samp8 : register(s8); // texture 8 is the radiance cube map 1 +SamplerState samp9 : register(s9); // texture 9 is the radiance cube map 2 +SamplerState samp10 : register(s10); // texture 10 is the radiance cube map 3 struct PS_IN { diff --git a/neo/shaders/shaders.cfg b/neo/shaders/shaders.cfg index 7264cbfd..48866e59 100644 --- a/neo/shaders/shaders.cfg +++ b/neo/shaders/shaders.cfg @@ -41,8 +41,6 @@ builtin/legacy/skybox.ps.hlsl -T ps_5_0 builtin/legacy/wobblesky.vs.hlsl -T vs_5_0 builtin/legacy/wobblesky.ps.hlsl -T ps_5_0 -builtin/lighting/ambient_lighting.vs.hlsl -T vs_5_0 -D USE_GPU_SKINNING={0,1} -D USE_PBR={0,1} -builtin/lighting/ambient_lighting.ps.hlsl -T ps_5_0 -D USE_GPU_SKINNING={0,1} -D USE_PBR={0,1} builtin/lighting/ambient_lighting_IBL.vs.hlsl -T vs_5_0 -D USE_GPU_SKINNING={0,1} -D USE_PBR={0,1} builtin/lighting/ambient_lighting_IBL.ps.hlsl -T ps_5_0 -D USE_GPU_SKINNING={0,1} -D USE_PBR={0,1} builtin/lighting/ambient_lightgrid_IBL.vs.hlsl -T vs_5_0 -D USE_GPU_SKINNING={0,1} -D USE_PBR={0,1}