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#preflight 60acc49b58f02e0001a0a996 #rb graham.wihlidal,Arciel.Rekman,Brandon.Schaefer,will.damon [CL 16446355 by Ola Olsson in ue5-main branch]
46 lines
1.5 KiB
Plaintext
46 lines
1.5 KiB
Plaintext
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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ShadowDepthCommon.usf: Shared functionality for shadow depth rendering.
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=============================================================================*/
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#ifndef PERSPECTIVE_CORRECT_DEPTH
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#define PERSPECTIVE_CORRECT_DEPTH 0
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#endif
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#define INTERPOLATE_VF_ATTRIBUTES (!MATERIALBLENDING_SOLID || MATERIALBLENDING_MASKED || (REQUIRES_VF_ATTRIBUTES_FOR_CLIPPING && !POSITION_ONLY))
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#define INTERPOLATE_POSITION (MATERIALBLENDING_MASKED)
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/** Data passed from the vertex shader to the pixel shader for the shadow depth pass. */
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struct FShadowDepthVSToPS
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{
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#if INTERPOLATE_VF_ATTRIBUTES
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FVertexFactoryInterpolantsVSToPS FactoryInterpolants;
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#endif
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#if PERSPECTIVE_CORRECT_DEPTH
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float ShadowDepth : TEXCOORD6;
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float DepthBias : TEXCOORD8;
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#elif !COMPILER_SUPPORTS_EMPTY_STRUCTS && !ONEPASS_POINTLIGHT_SHADOW
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float Dummy : TEXCOORD6;
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#endif
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#if INTERPOLATE_POSITION
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// world space position needed in some cases, could be changed to be reconsructed from SvPosition (more tricky as this is not from camera perspective)
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float3 PixelPosition : TEXCOORD7;
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#endif
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};
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#if ONEPASS_POINTLIGHT_SHADOW
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//only for one pass pointlights
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struct FShadowDepthVSToGS : FShadowDepthVSToPS
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{
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float4 GSPosition : TEXCOORD6;
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float3 WorldNormal : TEXCOORD8;
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#if ENABLE_FALLBACK_POINTLIGHT_SHADOW_GS
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nointerpolation uint ViewIndex : TEXCOORD9;
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#endif // ENABLE_FALLBACK_POINTLIGHT_SHADOW_GS
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};
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#endif
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