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- Removed legacy render pass management. - Merged individual window render passes into single RDG builder. - Cleaned up lots of dead code around HDR processing. - Moved render batch merging to run asynchronously on the CPU. - Ported UMG post buffer system and custom draw element paths to RDG. - Replaced expensive scene view creation with much simpler view uniform buffer path. #rb daren.cheng #jira UE-211739 [CL 35454938 by zach bethel in ue5-main branch]
22 lines
764 B
Plaintext
22 lines
764 B
Plaintext
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Common.ush"
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#include "SlateShaderCommon.ush"
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#include "GammaCorrectionCommon.ush"
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#include "ColorSpace.ush"
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#include "ColorDeficiency.ush"
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Texture2D ElementTexture;
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SamplerState ElementTextureSampler;
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float ColorVisionDeficiencyType;
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float ColorVisionDeficiencySeverity;
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float bCorrectDeficiency;
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float bSimulateCorrectionWithDeficiency;
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float4 ColorDeficiencyMain(FScreenVertexOutput Input) : SV_Target0
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{
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float4 SourceColor = Texture2DSample(ElementTexture, ElementTextureSampler, Input.UV);
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float3 OutRGB = ColorDeficiency(SourceColor.rgb, ColorVisionDeficiencyType, ColorVisionDeficiencySeverity, bCorrectDeficiency, bSimulateCorrectionWithDeficiency);
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return float4(OutRGB, SourceColor.a);
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} |