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#rb zach.bethel, michal.valient #jira none [CL 16381727 by jamie hayes in ue5-main branch]
921 lines
36 KiB
C++
921 lines
36 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "PostProcess/PostProcessMotionBlur.h"
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#include "StaticBoundShaderState.h"
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#include "CanvasTypes.h"
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#include "RenderTargetTemp.h"
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#include "SpriteIndexBuffer.h"
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#include "PostProcessing.h"
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namespace
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{
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#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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TAutoConsoleVariable<int32> CVarMotionBlurFiltering(
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TEXT("r.MotionBlurFiltering"),
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0,
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TEXT("Useful developer variable\n")
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TEXT("0: off (default, expected by the shader for better quality)\n")
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TEXT("1: on"),
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ECVF_Cheat | ECVF_RenderThreadSafe);
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#endif
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TAutoConsoleVariable<float> CVarMotionBlur2ndScale(
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TEXT("r.MotionBlur2ndScale"),
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1.0f,
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TEXT(""),
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ECVF_Cheat | ECVF_RenderThreadSafe);
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TAutoConsoleVariable<int32> CVarMotionBlurScatter(
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TEXT("r.MotionBlurScatter"),
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0,
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TEXT("Forces scatter based max velocity method (slower)."),
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ECVF_RenderThreadSafe);
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TAutoConsoleVariable<int32> CVarMotionBlurSeparable(
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TEXT("r.MotionBlurSeparable"),
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0,
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TEXT("Adds a second motion blur pass that smooths noise for a higher quality blur."),
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ECVF_RenderThreadSafe);
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TAutoConsoleVariable<int32> CVarMotionBlurPreferCompute(
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TEXT("r.MotionBlur.PreferCompute"),
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0,
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TEXT("Will use compute shaders for motion blur pass."),
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ECVF_RenderThreadSafe);
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TAutoConsoleVariable<int32> CVarAllowMotionBlurInVR(
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TEXT("vr.AllowMotionBlurInVR"),
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0,
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TEXT("For projects with motion blur enabled, this allows motion blur to be enabled even while in VR."));
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FMatrix GetPreviousWorldToClipMatrix(const FViewInfo& View)
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{
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if (View.Family->EngineShowFlags.CameraInterpolation)
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{
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// Instead of finding the world space position of the current pixel, calculate the world space position offset by the camera position,
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// then translate by the difference between last frame's camera position and this frame's camera position,
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// then apply the rest of the transforms. This effectively avoids precision issues near the extents of large levels whose world space position is very large.
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FVector ViewOriginDelta = View.ViewMatrices.GetViewOrigin() - View.PrevViewInfo.ViewMatrices.GetViewOrigin();
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return FTranslationMatrix(ViewOriginDelta) * View.PrevViewInfo.ViewMatrices.ComputeViewRotationProjectionMatrix();
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}
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else
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{
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return View.ViewMatrices.ComputeViewRotationProjectionMatrix();
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}
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}
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int32 GetMotionBlurQualityFromCVar()
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{
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int32 MotionBlurQuality;
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static const auto ICVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.MotionBlurQuality"));
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MotionBlurQuality = FMath::Clamp(ICVar->GetValueOnRenderThread(), 0, 4);
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return MotionBlurQuality;
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}
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}
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const int32 kMotionBlurTileSize = 16;
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const int32 kMotionBlurComputeTileSizeX = 8;
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const int32 kMotionBlurComputeTileSizeY = 8;
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bool IsMotionBlurEnabled(const FViewInfo& View)
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{
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if (View.GetFeatureLevel() < ERHIFeatureLevel::SM5)
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{
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return false;
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}
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const int32 MotionBlurQuality = GetMotionBlurQualityFromCVar();
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const FSceneViewFamily& ViewFamily = *View.Family;
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return ViewFamily.EngineShowFlags.PostProcessing
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&& ViewFamily.EngineShowFlags.MotionBlur
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&& View.FinalPostProcessSettings.MotionBlurAmount > 0.001f
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&& View.FinalPostProcessSettings.MotionBlurMax > 0.001f
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&& ViewFamily.bRealtimeUpdate
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&& MotionBlurQuality > 0
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&& !IsSimpleForwardShadingEnabled(GShaderPlatformForFeatureLevel[View.GetFeatureLevel()])
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&& (CVarAllowMotionBlurInVR->GetInt() != 0 || !GEngine->StereoRenderingDevice.IsValid() || !GEngine->StereoRenderingDevice->IsStereoEnabled());
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}
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bool IsVisualizeMotionBlurEnabled(const FViewInfo& View)
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{
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return View.Family->EngineShowFlags.VisualizeMotionBlur && View.GetFeatureLevel() >= ERHIFeatureLevel::SM5;
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}
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bool IsMotionBlurScatterRequired(const FViewInfo& View, const FScreenPassTextureViewport& SceneViewport)
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{
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const FSceneViewState* ViewState = View.ViewState;
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const float ViewportWidth = SceneViewport.Rect.Width();
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// Normalize percentage value.
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const float VelocityMax = View.FinalPostProcessSettings.MotionBlurMax / 100.0f;
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// Scale by 0.5 due to blur samples going both ways and convert to tiles.
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const float VelocityMaxInTiles = VelocityMax * ViewportWidth * (0.5f / 16.0f);
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// Compute path only supports the immediate neighborhood of tiles.
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const float TileDistanceMaxGathered = 3.0f;
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// Scatter is used when maximum velocity exceeds the distance supported by the gather approach.
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const bool bIsScatterRequiredByVelocityLength = VelocityMaxInTiles > TileDistanceMaxGathered;
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// Cinematic is paused.
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const bool bInPausedCinematic = (ViewState && ViewState->SequencerState == ESS_Paused);
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// Use the scatter approach if requested by cvar or we're in a paused cinematic (higher quality).
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const bool bIsScatterRequiredByUser = CVarMotionBlurScatter.GetValueOnRenderThread() == 1 || bInPausedCinematic;
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return bIsScatterRequiredByUser || bIsScatterRequiredByVelocityLength;
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}
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FIntPoint GetMotionBlurTileCount(FIntPoint SizeInPixels)
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{
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const uint32 TilesX = FMath::DivideAndRoundUp(SizeInPixels.X, kMotionBlurTileSize);
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const uint32 TilesY = FMath::DivideAndRoundUp(SizeInPixels.Y, kMotionBlurTileSize);
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return FIntPoint(TilesX, TilesY);
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}
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EMotionBlurQuality GetMotionBlurQuality()
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{
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// Quality levels begin at 1. 0 is reserved for 'off'.
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const int32 Quality = FMath::Clamp(GetMotionBlurQualityFromCVar(), 1, static_cast<int32>(EMotionBlurQuality::MAX));
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return static_cast<EMotionBlurQuality>(Quality - 1);
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}
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EMotionBlurFilter GetMotionBlurFilter()
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{
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return CVarMotionBlurSeparable.GetValueOnRenderThread() != 0 ? EMotionBlurFilter::Separable : EMotionBlurFilter::Unified;
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}
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FRHISamplerState* GetMotionBlurColorSampler()
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{
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bool bFiltered = false;
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#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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bFiltered = CVarMotionBlurFiltering.GetValueOnRenderThread() != 0;
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#endif // !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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if (bFiltered)
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{
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return TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
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}
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else
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{
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return TStaticSamplerState<SF_Point, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
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}
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}
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FRHISamplerState* GetMotionBlurVelocitySampler()
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{
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return TStaticSamplerState<SF_Point, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
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}
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FRHISamplerState* GetPostMotionBlurTranslucencySampler(bool bUpscale)
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{
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if (bUpscale)
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{
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return TStaticSamplerState<SF_Point, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
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}
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else
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{
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return TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
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}
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}
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// Set of common shader parameters shared by all motion blur shaders.
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BEGIN_SHADER_PARAMETER_STRUCT(FMotionBlurParameters, )
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SHADER_PARAMETER(float, AspectRatio)
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SHADER_PARAMETER(float, VelocityScale)
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SHADER_PARAMETER(float, VelocityScaleForTiles)
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SHADER_PARAMETER(float, VelocityMax)
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END_SHADER_PARAMETER_STRUCT()
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FMotionBlurParameters GetMotionBlurParameters(const FViewInfo& View, FIntPoint SceneViewportSize, float BlurScale)
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{
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const FSceneViewState* ViewState = View.ViewState;
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const float TileSize = kMotionBlurTileSize;
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const float SceneViewportSizeX = SceneViewportSize.X;
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const float SceneViewportSizeY = SceneViewportSize.Y;
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const float MotionBlurTimeScale = ViewState ? ViewState->MotionBlurTimeScale : 1.0f;
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// Scale by 0.5 due to blur samples going both ways.
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const float VelocityScale = MotionBlurTimeScale * View.FinalPostProcessSettings.MotionBlurAmount * 0.5f;
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const float VelocityUVToPixel = BlurScale * SceneViewportSizeX * 0.5f;
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// 0:no 1:full screen width, percent conversion
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const float UVVelocityMax = View.FinalPostProcessSettings.MotionBlurMax / 100.0f;
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FMotionBlurParameters MotionBlurParameters;
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MotionBlurParameters.AspectRatio = SceneViewportSizeY / SceneViewportSizeX;
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MotionBlurParameters.VelocityScale = VelocityUVToPixel * VelocityScale;
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MotionBlurParameters.VelocityScaleForTiles = MotionBlurParameters.VelocityScale / TileSize;
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MotionBlurParameters.VelocityMax = FMath::Abs(VelocityUVToPixel) * UVVelocityMax;
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return MotionBlurParameters;
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}
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// Base class for a motion blur / velocity shader.
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class FMotionBlurShader : public FGlobalShader
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{
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public:
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static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
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{
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return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5);
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}
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FMotionBlurShader() = default;
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FMotionBlurShader(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
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: FGlobalShader(Initializer)
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{}
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};
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class FMotionBlurVelocityFlattenCS : public FMotionBlurShader
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{
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public:
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static const uint32 ThreadGroupSize = 16;
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class FCameraMotionBlurMode : SHADER_PERMUTATION_INT("CAMERA_MOTION_BLUR_MODE", 3);
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using FPermutationDomain = TShaderPermutationDomain<FCameraMotionBlurMode>;
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DECLARE_GLOBAL_SHADER(FMotionBlurVelocityFlattenCS);
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SHADER_USE_PARAMETER_STRUCT(FMotionBlurVelocityFlattenCS, FMotionBlurShader);
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BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
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SHADER_PARAMETER_STRUCT_REF(FViewUniformShaderParameters, View)
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SHADER_PARAMETER_STRUCT(FMotionBlurParameters, MotionBlur)
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SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportParameters, Velocity)
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SHADER_PARAMETER_RDG_TEXTURE(Texture2D, VelocityTexture)
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SHADER_PARAMETER_RDG_TEXTURE(Texture2D, DepthTexture)
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SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D<float4>, OutVelocityFlatTexture)
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SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D<float4>, OutVelocityTileTexture)
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SHADER_PARAMETER(FMatrix44f, ClipToPrevClipOverride)
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END_SHADER_PARAMETER_STRUCT()
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};
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IMPLEMENT_GLOBAL_SHADER(FMotionBlurVelocityFlattenCS, "/Engine/Private/PostProcessVelocityFlatten.usf", "VelocityFlattenMain", SF_Compute);
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BEGIN_SHADER_PARAMETER_STRUCT(FMotionBlurVelocityDilateParameters, )
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SHADER_PARAMETER_STRUCT(FMotionBlurParameters, MotionBlur)
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SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportParameters, VelocityTile)
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SHADER_PARAMETER_RDG_TEXTURE(Texture2D, VelocityTileTexture)
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END_SHADER_PARAMETER_STRUCT()
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class FMotionBlurVelocityDilateGatherCS : public FMotionBlurShader
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{
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public:
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static const uint32 ThreadGroupSize = 16;
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DECLARE_GLOBAL_SHADER(FMotionBlurVelocityDilateGatherCS);
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SHADER_USE_PARAMETER_STRUCT(FMotionBlurVelocityDilateGatherCS, FMotionBlurShader);
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BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
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SHADER_PARAMETER_STRUCT_INCLUDE(FMotionBlurVelocityDilateParameters, Dilate)
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SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D<float4>, OutVelocityTileTexture)
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END_SHADER_PARAMETER_STRUCT()
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};
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IMPLEMENT_GLOBAL_SHADER(FMotionBlurVelocityDilateGatherCS, "/Engine/Private/PostProcessVelocityFlatten.usf", "VelocityGatherCS", SF_Compute);
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enum class EMotionBlurVelocityScatterPass : uint32
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{
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DrawMin,
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DrawMax,
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MAX
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};
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BEGIN_SHADER_PARAMETER_STRUCT(FMotionBlurVelocityDilateScatterParameters, )
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SHADER_PARAMETER(uint32, ScatterPass)
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SHADER_PARAMETER_STRUCT_INCLUDE(FMotionBlurVelocityDilateParameters, Dilate)
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RENDER_TARGET_BINDING_SLOTS()
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END_SHADER_PARAMETER_STRUCT()
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class FMotionBlurVelocityDilateScatterVS : public FMotionBlurShader
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{
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public:
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DECLARE_GLOBAL_SHADER(FMotionBlurVelocityDilateScatterVS);
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SHADER_USE_PARAMETER_STRUCT(FMotionBlurVelocityDilateScatterVS, FMotionBlurShader);
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using FParameters = FMotionBlurVelocityDilateScatterParameters;
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};
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IMPLEMENT_GLOBAL_SHADER(FMotionBlurVelocityDilateScatterVS, "/Engine/Private/PostProcessVelocityFlatten.usf", "VelocityScatterVS", SF_Vertex);
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class FMotionBlurVelocityDilateScatterPS : public FMotionBlurShader
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{
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public:
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DECLARE_GLOBAL_SHADER(FMotionBlurVelocityDilateScatterPS);
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SHADER_USE_PARAMETER_STRUCT(FMotionBlurVelocityDilateScatterPS, FMotionBlurShader);
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using FParameters = FMotionBlurVelocityDilateScatterParameters;
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};
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IMPLEMENT_GLOBAL_SHADER(FMotionBlurVelocityDilateScatterPS, "/Engine/Private/PostProcessVelocityFlatten.usf", "VelocityScatterPS", SF_Pixel);
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class FMotionBlurQualityDimension : SHADER_PERMUTATION_ENUM_CLASS("MOTION_BLUR_QUALITY", EMotionBlurQuality);
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class FPostMotionBlurTranslucencyDimension : SHADER_PERMUTATION_BOOL("USE_POST_MOTION_BLUR_TRANSLUCENCY");
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using FMotionBlurFilterPermutationDomain = TShaderPermutationDomain<FMotionBlurQualityDimension, FPostMotionBlurTranslucencyDimension>;
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BEGIN_SHADER_PARAMETER_STRUCT(FMotionBlurFilterParameters, )
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SHADER_PARAMETER_STRUCT(FMotionBlurParameters, MotionBlur)
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SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportParameters, Color)
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SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportParameters, Velocity)
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SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportParameters, VelocityTile)
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SHADER_PARAMETER(FScreenTransform, ColorToVelocity)
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SHADER_PARAMETER(FVector2D, ScreenPosToPostMotionBlurTranslucencyUV)
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SHADER_PARAMETER(FVector2D, PostMotionBlurTranslucencyUVMax)
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SHADER_PARAMETER_RDG_TEXTURE(Texture2D, ColorTexture)
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SHADER_PARAMETER_RDG_TEXTURE(Texture2D, VelocityFlatTexture)
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SHADER_PARAMETER_RDG_TEXTURE(Texture2D, VelocityTileTexture)
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SHADER_PARAMETER_RDG_TEXTURE(Texture2D, PostMotionBlurTranslucencyTexture)
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SHADER_PARAMETER_SAMPLER(SamplerState, ColorSampler)
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SHADER_PARAMETER_SAMPLER(SamplerState, VelocitySampler)
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SHADER_PARAMETER_SAMPLER(SamplerState, VelocityTileSampler)
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SHADER_PARAMETER_SAMPLER(SamplerState, VelocityFlatSampler)
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SHADER_PARAMETER_SAMPLER(SamplerState, PostMotionBlurTranslucencySampler)
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END_SHADER_PARAMETER_STRUCT()
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class FMotionBlurFilterPS : public FMotionBlurShader
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{
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public:
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DECLARE_GLOBAL_SHADER(FMotionBlurFilterPS);
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SHADER_USE_PARAMETER_STRUCT(FMotionBlurFilterPS, FMotionBlurShader);
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BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
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SHADER_PARAMETER_STRUCT_INCLUDE(FMotionBlurFilterParameters, Filter)
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RENDER_TARGET_BINDING_SLOTS()
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END_SHADER_PARAMETER_STRUCT()
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using FPermutationDomain = FMotionBlurFilterPermutationDomain;
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};
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IMPLEMENT_GLOBAL_SHADER(FMotionBlurFilterPS, "/Engine/Private/PostProcessMotionBlur.usf", "MainPS", SF_Pixel);
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class FMotionBlurFilterCS : public FMotionBlurShader
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{
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public:
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DECLARE_GLOBAL_SHADER(FMotionBlurFilterCS);
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SHADER_USE_PARAMETER_STRUCT(FMotionBlurFilterCS, FMotionBlurShader);
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BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
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SHADER_PARAMETER_STRUCT_INCLUDE(FMotionBlurFilterParameters, Filter)
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SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D<float4>, OutColorTexture)
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END_SHADER_PARAMETER_STRUCT()
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static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
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{
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FGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
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OutEnvironment.SetDefine(TEXT("THREADGROUP_SIZEX"), kMotionBlurComputeTileSizeX);
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OutEnvironment.SetDefine(TEXT("THREADGROUP_SIZEY"), kMotionBlurComputeTileSizeY);
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}
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using FPermutationDomain = FMotionBlurFilterPermutationDomain;
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};
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IMPLEMENT_GLOBAL_SHADER(FMotionBlurFilterCS, "/Engine/Private/PostProcessMotionBlur.usf", "MainCS", SF_Compute);
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class FMotionBlurVisualizePS : public FMotionBlurShader
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{
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public:
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DECLARE_GLOBAL_SHADER(FMotionBlurVisualizePS);
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SHADER_USE_PARAMETER_STRUCT(FMotionBlurVisualizePS, FMotionBlurShader);
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BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
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SHADER_PARAMETER(FMatrix44f, WorldToClipPrev)
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SHADER_PARAMETER_STRUCT_REF(FViewUniformShaderParameters, View)
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SHADER_PARAMETER_RDG_TEXTURE(Texture2D, ColorTexture)
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SHADER_PARAMETER_RDG_TEXTURE(Texture2D, DepthTexture)
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SHADER_PARAMETER_RDG_TEXTURE(Texture2D, VelocityTexture)
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SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportParameters, Color)
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SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportParameters, Velocity)
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SHADER_PARAMETER_SAMPLER(SamplerState, ColorSampler)
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SHADER_PARAMETER_SAMPLER(SamplerState, VelocitySampler)
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SHADER_PARAMETER_SAMPLER(SamplerState, DepthSampler)
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RENDER_TARGET_BINDING_SLOTS()
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END_SHADER_PARAMETER_STRUCT()
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static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
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{
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return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5);
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}
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};
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IMPLEMENT_GLOBAL_SHADER(FMotionBlurVisualizePS, "/Engine/Private/PostProcessMotionBlur.usf", "VisualizeMotionBlurPS", SF_Pixel);
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TGlobalResource<FSpriteIndexBuffer<8>> GScatterQuadIndexBuffer;
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enum class EMotionBlurFilterPass : uint32
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{
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|
Separable0,
|
|
Separable1,
|
|
Unified,
|
|
MAX
|
|
};
|
|
|
|
struct FMotionBlurViewports
|
|
{
|
|
FMotionBlurViewports(
|
|
FScreenPassTextureViewport InColorViewport,
|
|
FScreenPassTextureViewport InVelocityViewport)
|
|
{
|
|
Color = InColorViewport;
|
|
Velocity = InVelocityViewport;
|
|
VelocityTile = FScreenPassTextureViewport(
|
|
FIntRect(
|
|
FIntPoint::ZeroValue,
|
|
GetMotionBlurTileCount(Velocity.Rect.Size())));
|
|
|
|
ColorParameters = GetScreenPassTextureViewportParameters(Color);
|
|
VelocityParameters = GetScreenPassTextureViewportParameters(Velocity);
|
|
VelocityTileParameters = GetScreenPassTextureViewportParameters(VelocityTile);
|
|
|
|
ColorToVelocityTransform = FScreenTransform::ChangeTextureUVCoordinateFromTo(Color, Velocity);
|
|
}
|
|
|
|
FScreenPassTextureViewport Color;
|
|
FScreenPassTextureViewport Velocity;
|
|
FScreenPassTextureViewport VelocityTile;
|
|
|
|
FScreenPassTextureViewportParameters ColorParameters;
|
|
FScreenPassTextureViewportParameters VelocityParameters;
|
|
FScreenPassTextureViewportParameters VelocityTileParameters;
|
|
|
|
FScreenTransform ColorToVelocityTransform;
|
|
};
|
|
|
|
void AddMotionBlurVelocityPass(
|
|
FRDGBuilder& GraphBuilder,
|
|
const FViewInfo& View,
|
|
const FMotionBlurViewports& Viewports,
|
|
FRDGTextureRef ColorTexture,
|
|
FRDGTextureRef DepthTexture,
|
|
FRDGTextureRef VelocityTexture,
|
|
FRDGTextureRef* VelocityFlatTextureOutput,
|
|
FRDGTextureRef* VelocityTileTextureOutput)
|
|
{
|
|
check(ColorTexture);
|
|
check(DepthTexture);
|
|
check(VelocityTexture);
|
|
check(VelocityFlatTextureOutput);
|
|
check(VelocityTileTextureOutput);
|
|
|
|
const FIntPoint VelocityTileCount = Viewports.VelocityTile.Extent;
|
|
|
|
// NOTE: Use scene depth's dimensions because velocity can actually be a 1x1 black texture when there are no moving objects in sight.
|
|
FRDGTextureRef VelocityFlatTexture =
|
|
GraphBuilder.CreateTexture(
|
|
FRDGTextureDesc::Create2D(
|
|
DepthTexture->Desc.Extent,
|
|
PF_FloatR11G11B10,
|
|
FClearValueBinding::None,
|
|
GFastVRamConfig.VelocityFlat | TexCreate_ShaderResource | TexCreate_UAV),
|
|
TEXT("MotionBlur.VelocityFlat"));
|
|
|
|
FRDGTextureRef VelocityTileTextureSetup =
|
|
GraphBuilder.CreateTexture(
|
|
FRDGTextureDesc::Create2D(
|
|
VelocityTileCount,
|
|
PF_FloatRGBA,
|
|
FClearValueBinding::None,
|
|
GFastVRamConfig.VelocityMax | TexCreate_ShaderResource | TexCreate_UAV),
|
|
TEXT("MotionBlur.VelocityTile"));
|
|
|
|
const FMotionBlurParameters MotionBlurParametersNoScale = GetMotionBlurParameters(View, Viewports.Color.Rect.Size(), 1.0f);
|
|
|
|
// Velocity flatten pass: combines depth / velocity into a single target for sampling efficiency.
|
|
{
|
|
const bool bEnableCameraMotionBlur = View.bCameraMotionBlur.Get(true);
|
|
const bool bOverrideCameraMotionBlur = View.ClipToPrevClipOverride.IsSet();
|
|
|
|
FMotionBlurVelocityFlattenCS::FParameters* PassParameters = GraphBuilder.AllocParameters<FMotionBlurVelocityFlattenCS::FParameters>();
|
|
PassParameters->MotionBlur = MotionBlurParametersNoScale;
|
|
PassParameters->View = View.ViewUniformBuffer;
|
|
PassParameters->Velocity = Viewports.VelocityParameters;
|
|
PassParameters->DepthTexture = DepthTexture;
|
|
PassParameters->VelocityTexture = VelocityTexture;
|
|
PassParameters->OutVelocityFlatTexture = GraphBuilder.CreateUAV(VelocityFlatTexture);
|
|
PassParameters->OutVelocityTileTexture = GraphBuilder.CreateUAV(VelocityTileTextureSetup);
|
|
if (bOverrideCameraMotionBlur)
|
|
{
|
|
PassParameters->ClipToPrevClipOverride = View.ClipToPrevClipOverride.GetValue();
|
|
}
|
|
|
|
FMotionBlurVelocityFlattenCS::FPermutationDomain PermutationVector;
|
|
PermutationVector.Set<FMotionBlurVelocityFlattenCS::FCameraMotionBlurMode>(bEnableCameraMotionBlur ? (bOverrideCameraMotionBlur ? 2 : 1) : 0);
|
|
|
|
TShaderMapRef<FMotionBlurVelocityFlattenCS> ComputeShader(View.ShaderMap, PermutationVector);
|
|
FComputeShaderUtils::AddPass(
|
|
GraphBuilder,
|
|
RDG_EVENT_NAME("Velocity Flatten(CameraMotionBlur%s)", bEnableCameraMotionBlur ? (bOverrideCameraMotionBlur ? TEXT("Override") : TEXT("On")) : TEXT("Off")),
|
|
ComputeShader,
|
|
PassParameters,
|
|
FComputeShaderUtils::GetGroupCount(Viewports.Velocity.Rect.Size(), FMotionBlurVelocityFlattenCS::ThreadGroupSize));
|
|
}
|
|
|
|
bool ScatterDilatation = IsMotionBlurScatterRequired(View, Viewports.Color);
|
|
|
|
FRDGTextureRef VelocityTileTexture =
|
|
GraphBuilder.CreateTexture(
|
|
FRDGTextureDesc::Create2D(
|
|
VelocityTileCount,
|
|
PF_FloatRGBA,
|
|
FClearValueBinding::None,
|
|
GFastVRamConfig.MotionBlur | TexCreate_ShaderResource | (ScatterDilatation ? TexCreate_RenderTargetable : TexCreate_UAV)),
|
|
TEXT("MotionBlur.DilatedVelocityTile"));
|
|
|
|
FMotionBlurVelocityDilateParameters VelocityDilateParameters;
|
|
VelocityDilateParameters.MotionBlur = MotionBlurParametersNoScale;
|
|
VelocityDilateParameters.VelocityTile = Viewports.VelocityTileParameters;
|
|
VelocityDilateParameters.VelocityTileTexture = VelocityTileTextureSetup;
|
|
|
|
if (ScatterDilatation)
|
|
{
|
|
FRDGTextureRef VelocityTileDepthTexture =
|
|
GraphBuilder.CreateTexture(
|
|
FRDGTextureDesc::Create2D(
|
|
VelocityTileCount,
|
|
PF_ShadowDepth,
|
|
FClearValueBinding::DepthOne,
|
|
TexCreate_DepthStencilTargetable),
|
|
TEXT("MotionBlur.DilatedVelocityDepth"));
|
|
|
|
FMotionBlurVelocityDilateScatterParameters* PassParameters = GraphBuilder.AllocParameters<FMotionBlurVelocityDilateScatterParameters>();
|
|
PassParameters->Dilate = VelocityDilateParameters;
|
|
|
|
PassParameters->RenderTargets.DepthStencil =
|
|
FDepthStencilBinding(
|
|
VelocityTileDepthTexture,
|
|
ERenderTargetLoadAction::EClear,
|
|
ERenderTargetLoadAction::ENoAction,
|
|
FExclusiveDepthStencil::DepthWrite_StencilNop);
|
|
|
|
PassParameters->RenderTargets[0] =
|
|
FRenderTargetBinding(
|
|
VelocityTileTexture,
|
|
ERenderTargetLoadAction::ENoAction);
|
|
|
|
TShaderMapRef<FMotionBlurVelocityDilateScatterVS> VertexShader(View.ShaderMap);
|
|
TShaderMapRef<FMotionBlurVelocityDilateScatterPS> PixelShader(View.ShaderMap);
|
|
|
|
ValidateShaderParameters(VertexShader, *PassParameters);
|
|
ValidateShaderParameters(PixelShader, *PassParameters);
|
|
|
|
GraphBuilder.AddPass(
|
|
RDG_EVENT_NAME("VelocityTileScatter %dx%d", VelocityTileCount.X, VelocityTileCount.Y),
|
|
PassParameters,
|
|
ERDGPassFlags::Raster,
|
|
[VertexShader, PixelShader, VelocityTileCount, PassParameters](FRHICommandListImmediate& RHICmdList)
|
|
{
|
|
FRHIVertexShader* RHIVertexShader = VertexShader.GetVertexShader();
|
|
|
|
FGraphicsPipelineStateInitializer GraphicsPSOInit;
|
|
GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = GEmptyVertexDeclaration.VertexDeclarationRHI;
|
|
GraphicsPSOInit.BoundShaderState.VertexShaderRHI = RHIVertexShader;
|
|
GraphicsPSOInit.BoundShaderState.PixelShaderRHI = PixelShader.GetPixelShader();
|
|
GraphicsPSOInit.PrimitiveType = PT_TriangleList;
|
|
GraphicsPSOInit.RasterizerState = TStaticRasterizerState<>::GetRHI();
|
|
RHICmdList.ApplyCachedRenderTargets(GraphicsPSOInit);
|
|
|
|
// Max >= Min so no need to clear on second pass
|
|
RHICmdList.SetViewport(0, 0, 0.0f, VelocityTileCount.X, VelocityTileCount.Y, 1.0f);
|
|
|
|
// Min, Max
|
|
for (uint32 ScatterPassIndex = 0; ScatterPassIndex < static_cast<uint32>(EMotionBlurVelocityScatterPass::MAX); ScatterPassIndex++)
|
|
{
|
|
const EMotionBlurVelocityScatterPass ScatterPass = static_cast<EMotionBlurVelocityScatterPass>(ScatterPassIndex);
|
|
|
|
if (ScatterPass == EMotionBlurVelocityScatterPass::DrawMin)
|
|
{
|
|
GraphicsPSOInit.BlendState = TStaticBlendStateWriteMask<CW_RGBA>::GetRHI();
|
|
GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState<true, CF_Less>::GetRHI();
|
|
}
|
|
else
|
|
{
|
|
GraphicsPSOInit.BlendState = TStaticBlendStateWriteMask<CW_BA>::GetRHI();
|
|
GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState<true, CF_Greater>::GetRHI();
|
|
}
|
|
|
|
SetGraphicsPipelineState(RHICmdList, GraphicsPSOInit);
|
|
|
|
PassParameters->ScatterPass = ScatterPassIndex;
|
|
|
|
SetShaderParameters(RHICmdList, VertexShader, RHIVertexShader, *PassParameters);
|
|
|
|
// Needs to be the same on shader side (faster on NVIDIA and AMD)
|
|
const int32 QuadsPerInstance = 8;
|
|
|
|
RHICmdList.SetStreamSource(0, nullptr, 0);
|
|
RHICmdList.DrawIndexedPrimitive(GScatterQuadIndexBuffer.IndexBufferRHI, 0, 0, 32, 0, 2 * QuadsPerInstance, FMath::DivideAndRoundUp(VelocityTileCount.X * VelocityTileCount.Y, QuadsPerInstance));
|
|
}
|
|
});
|
|
}
|
|
else
|
|
{
|
|
FMotionBlurVelocityDilateGatherCS::FParameters* PassParameters = GraphBuilder.AllocParameters<FMotionBlurVelocityDilateGatherCS::FParameters>();
|
|
PassParameters->Dilate = VelocityDilateParameters;
|
|
PassParameters->OutVelocityTileTexture = GraphBuilder.CreateUAV(VelocityTileTexture);
|
|
|
|
TShaderMapRef<FMotionBlurVelocityDilateGatherCS> ComputeShader(View.ShaderMap);
|
|
FComputeShaderUtils::AddPass(
|
|
GraphBuilder,
|
|
RDG_EVENT_NAME("VelocityTileGatherCS %dx%d", VelocityTileCount.X, VelocityTileCount.Y),
|
|
ComputeShader,
|
|
PassParameters,
|
|
FComputeShaderUtils::GetGroupCount(VelocityTileCount, FMotionBlurVelocityDilateGatherCS::ThreadGroupSize));
|
|
}
|
|
|
|
*VelocityFlatTextureOutput = VelocityFlatTexture;
|
|
*VelocityTileTextureOutput = VelocityTileTexture;
|
|
}
|
|
|
|
FRDGTextureRef AddMotionBlurFilterPass(
|
|
FRDGBuilder& GraphBuilder,
|
|
const FViewInfo& View,
|
|
const FMotionBlurViewports& Viewports,
|
|
FRDGTextureRef ColorTexture,
|
|
FRDGTextureRef VelocityFlatTexture,
|
|
FRDGTextureRef VelocityTileTexture,
|
|
FRDGTextureRef PostMotionBlurTranslucency,
|
|
const FIntPoint& PostMotionBlurTranslucencySize,
|
|
EMotionBlurFilterPass MotionBlurFilterPass,
|
|
EMotionBlurQuality MotionBlurQuality)
|
|
{
|
|
check(ColorTexture);
|
|
check(VelocityFlatTexture);
|
|
check(VelocityTileTexture);
|
|
check(MotionBlurFilterPass != EMotionBlurFilterPass::MAX);
|
|
check(MotionBlurQuality != EMotionBlurQuality::MAX);
|
|
|
|
const float MotionBlur2ndScale = CVarMotionBlur2ndScale.GetValueOnRenderThread();
|
|
|
|
const bool bUseCompute = View.bUseComputePasses;
|
|
|
|
const float BlurScaleLUT[static_cast<uint32>(EMotionBlurFilterPass::MAX)][static_cast<uint32>(EMotionBlurQuality::MAX)] =
|
|
{
|
|
// Separable0
|
|
{
|
|
1.0f - 0.5f / 4.0f,
|
|
1.0f - 0.5f / 6.0f,
|
|
1.0f - 0.5f / 8.0f,
|
|
1.0f - 0.5f / 16.0f
|
|
},
|
|
|
|
// Separable1
|
|
{
|
|
1.0f / 4.0f * MotionBlur2ndScale,
|
|
1.0f / 6.0f * MotionBlur2ndScale,
|
|
1.0f / 8.0f * MotionBlur2ndScale,
|
|
1.0f / 16.0f * MotionBlur2ndScale
|
|
},
|
|
|
|
// Unified
|
|
{
|
|
1.0f,
|
|
1.0f,
|
|
1.0f,
|
|
1.0f
|
|
}
|
|
};
|
|
|
|
const float BlurScale = BlurScaleLUT[static_cast<uint32>(MotionBlurFilterPass)][static_cast<uint32>(MotionBlurQuality)];
|
|
|
|
FMotionBlurFilterParameters MotionBlurFilterParameters;
|
|
MotionBlurFilterParameters.MotionBlur = GetMotionBlurParameters(View, Viewports.Color.Rect.Size(), BlurScale);
|
|
MotionBlurFilterParameters.Color = Viewports.ColorParameters;
|
|
MotionBlurFilterParameters.Velocity = Viewports.VelocityParameters;
|
|
MotionBlurFilterParameters.VelocityTile = Viewports.VelocityTileParameters;
|
|
MotionBlurFilterParameters.ColorToVelocity = Viewports.ColorToVelocityTransform;
|
|
MotionBlurFilterParameters.ColorTexture = ColorTexture;
|
|
MotionBlurFilterParameters.VelocityFlatTexture = VelocityFlatTexture;
|
|
MotionBlurFilterParameters.VelocityTileTexture = VelocityTileTexture;
|
|
MotionBlurFilterParameters.ColorSampler = GetMotionBlurColorSampler();
|
|
MotionBlurFilterParameters.VelocitySampler = GetMotionBlurVelocitySampler();
|
|
MotionBlurFilterParameters.VelocityTileSampler = GetMotionBlurVelocitySampler();
|
|
MotionBlurFilterParameters.VelocityFlatSampler = GetMotionBlurVelocitySampler();
|
|
|
|
const bool bPostMotionBlurTranslucency = (PostMotionBlurTranslucency != nullptr);
|
|
if (bPostMotionBlurTranslucency)
|
|
{
|
|
const bool bScaleTranslucency = Viewports.Color.Rect.Size() != PostMotionBlurTranslucencySize;
|
|
const FVector2D OutputSize(Viewports.Color.Rect.Size());
|
|
const FVector2D OutputSizeInv = FVector2D(1.0f, 1.0f) / OutputSize;
|
|
const FVector2D PostMotionBlurTranslucencyExtent(PostMotionBlurTranslucency->Desc.Extent);
|
|
const FVector2D PostMotionBlurTranslucencyExtentInv = FVector2D(1.0f, 1.0f) / PostMotionBlurTranslucencyExtent;
|
|
|
|
MotionBlurFilterParameters.PostMotionBlurTranslucencyTexture = PostMotionBlurTranslucency;
|
|
MotionBlurFilterParameters.PostMotionBlurTranslucencySampler = GetPostMotionBlurTranslucencySampler(bScaleTranslucency);
|
|
MotionBlurFilterParameters.ScreenPosToPostMotionBlurTranslucencyUV = OutputSizeInv * FVector2D(PostMotionBlurTranslucencySize) * PostMotionBlurTranslucencyExtentInv;
|
|
MotionBlurFilterParameters.PostMotionBlurTranslucencyUVMax = (FVector2D(PostMotionBlurTranslucencySize) - FVector2D(0.5f, 0.5f)) * PostMotionBlurTranslucencyExtentInv;
|
|
}
|
|
|
|
FRDGTextureDesc OutColorDesc = FRDGTextureDesc::Create2D(
|
|
ColorTexture->Desc.Extent,
|
|
IsPostProcessingWithAlphaChannelSupported() ? PF_FloatRGBA : PF_FloatRGB,
|
|
(!bUseCompute && View.GetOverwriteLoadAction() == ERenderTargetLoadAction::EClear) ? FClearValueBinding::Black : FClearValueBinding::None,
|
|
(bUseCompute ? TexCreate_UAV : TexCreate_RenderTargetable) | TexCreate_ShaderResource | GFastVRamConfig.MotionBlur);
|
|
|
|
FRDGTextureRef ColorTextureOutput = GraphBuilder.CreateTexture(OutColorDesc, TEXT("MotionBlur.SceneColor"));
|
|
|
|
FMotionBlurFilterPermutationDomain PermutationVector;
|
|
PermutationVector.Set<FMotionBlurQualityDimension>(MotionBlurQuality);
|
|
PermutationVector.Set<FPostMotionBlurTranslucencyDimension>(PostMotionBlurTranslucency != nullptr);
|
|
|
|
if (bUseCompute)
|
|
{
|
|
FMotionBlurFilterCS::FParameters* PassParameters = GraphBuilder.AllocParameters<FMotionBlurFilterCS::FParameters>();
|
|
PassParameters->Filter = MotionBlurFilterParameters;
|
|
PassParameters->OutColorTexture = GraphBuilder.CreateUAV(ColorTextureOutput);
|
|
|
|
TShaderMapRef<FMotionBlurFilterCS> ComputeShader(View.ShaderMap, PermutationVector);
|
|
|
|
FComputeShaderUtils::AddPass(
|
|
GraphBuilder,
|
|
RDG_EVENT_NAME("Motion Blur %dx%d (CS)", Viewports.Color.Rect.Width(), Viewports.Color.Rect.Height()),
|
|
ComputeShader,
|
|
PassParameters,
|
|
FComputeShaderUtils::GetGroupCount(Viewports.Color.Rect.Size(), FComputeShaderUtils::kGolden2DGroupSize));
|
|
}
|
|
else
|
|
{
|
|
FMotionBlurFilterPS::FParameters* PassParameters = GraphBuilder.AllocParameters<FMotionBlurFilterPS::FParameters>();
|
|
PassParameters->Filter = MotionBlurFilterParameters;
|
|
PassParameters->RenderTargets[0] = FRenderTargetBinding(ColorTextureOutput, View.GetOverwriteLoadAction());
|
|
|
|
TShaderMapRef<FMotionBlurFilterPS> PixelShader(View.ShaderMap, PermutationVector);
|
|
|
|
AddDrawScreenPass(
|
|
GraphBuilder,
|
|
RDG_EVENT_NAME("Motion Blur %dx%d (PS)", Viewports.Color.Rect.Width(), Viewports.Color.Rect.Height()),
|
|
View,
|
|
Viewports.Color,
|
|
Viewports.Color,
|
|
PixelShader,
|
|
PassParameters,
|
|
EScreenPassDrawFlags::AllowHMDHiddenAreaMask);
|
|
}
|
|
|
|
return ColorTextureOutput;
|
|
}
|
|
|
|
FScreenPassTexture AddVisualizeMotionBlurPass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FMotionBlurInputs& Inputs)
|
|
{
|
|
check(Inputs.SceneColor.IsValid());
|
|
check(Inputs.SceneDepth.IsValid());
|
|
check(Inputs.SceneVelocity.IsValid());
|
|
checkf(Inputs.SceneDepth.ViewRect == Inputs.SceneVelocity.ViewRect, TEXT("The implementation requires that depth and velocity have the same viewport."));
|
|
|
|
FScreenPassRenderTarget Output = Inputs.OverrideOutput;
|
|
|
|
if (!Output.IsValid())
|
|
{
|
|
Output = FScreenPassRenderTarget::CreateFromInput(GraphBuilder, Inputs.SceneColor, View.GetOverwriteLoadAction(), TEXT("MotionBlur.Visualize"));
|
|
}
|
|
|
|
// NOTE: Scene depth is used as the velocity viewport because velocity can actually be a 1x1 black texture.
|
|
const FMotionBlurViewports Viewports(FScreenPassTextureViewport(Inputs.SceneColor), FScreenPassTextureViewport(Inputs.SceneDepth));
|
|
|
|
FMotionBlurVisualizePS::FParameters* PassParameters = GraphBuilder.AllocParameters<FMotionBlurVisualizePS::FParameters>();
|
|
PassParameters->WorldToClipPrev = GetPreviousWorldToClipMatrix(View);
|
|
PassParameters->View = View.ViewUniformBuffer;
|
|
PassParameters->ColorTexture = Inputs.SceneColor.Texture;
|
|
PassParameters->DepthTexture = Inputs.SceneDepth.Texture;
|
|
PassParameters->VelocityTexture = Inputs.SceneVelocity.Texture;
|
|
PassParameters->Color = Viewports.ColorParameters;
|
|
PassParameters->Velocity = Viewports.VelocityParameters;
|
|
PassParameters->ColorSampler = GetMotionBlurColorSampler();
|
|
PassParameters->VelocitySampler = GetMotionBlurVelocitySampler();
|
|
PassParameters->DepthSampler = GetMotionBlurVelocitySampler();
|
|
PassParameters->RenderTargets[0] = Output.GetRenderTargetBinding();
|
|
|
|
TShaderMapRef<FMotionBlurVisualizePS> PixelShader(View.ShaderMap);
|
|
|
|
AddDrawScreenPass(GraphBuilder, RDG_EVENT_NAME("Visualizer"), View, Viewports.Color, Viewports.Color, PixelShader, PassParameters);
|
|
|
|
Output.LoadAction = ERenderTargetLoadAction::ELoad;
|
|
|
|
AddDrawCanvasPass(GraphBuilder, RDG_EVENT_NAME("Overlay"), View, Output,
|
|
[&View](FCanvas& Canvas)
|
|
{
|
|
float X = 20;
|
|
float Y = 38;
|
|
const float YStep = 14;
|
|
const float ColumnWidth = 200;
|
|
|
|
FString Line;
|
|
|
|
Line = FString::Printf(TEXT("Visualize MotionBlur"));
|
|
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 0));
|
|
|
|
static const auto MotionBlurDebugVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.MotionBlurDebug"));
|
|
const int32 MotionBlurDebug = MotionBlurDebugVar ? MotionBlurDebugVar->GetValueOnRenderThread() : 0;
|
|
|
|
Line = FString::Printf(TEXT("%d, %d"), View.Family->FrameNumber, MotionBlurDebug);
|
|
Canvas.DrawShadowedString(X, Y += YStep, TEXT("FrameNo, r.MotionBlurDebug:"), GetStatsFont(), FLinearColor(1, 1, 0));
|
|
Canvas.DrawShadowedString(X + ColumnWidth, Y, *Line, GetStatsFont(), FLinearColor(1, 1, 0));
|
|
|
|
static const auto VelocityTestVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.VelocityTest"));
|
|
const int32 VelocityTest = VelocityTestVar ? VelocityTestVar->GetValueOnRenderThread() : 0;
|
|
|
|
extern bool IsParallelVelocity(EShaderPlatform ShaderPlatform);
|
|
|
|
Line = FString::Printf(TEXT("%d, %d, %d"), View.Family->bWorldIsPaused, VelocityTest, IsParallelVelocity(View.GetShaderPlatform()));
|
|
Canvas.DrawShadowedString(X, Y += YStep, TEXT("Paused, r.VelocityTest, Parallel:"), GetStatsFont(), FLinearColor(1, 1, 0));
|
|
Canvas.DrawShadowedString(X + ColumnWidth, Y, *Line, GetStatsFont(), FLinearColor(1, 1, 0));
|
|
|
|
const FScene* Scene = (const FScene*)View.Family->Scene;
|
|
const FSceneViewState *SceneViewState = (const FSceneViewState*)View.State;
|
|
|
|
Line = FString::Printf(TEXT("View=%.4x PrevView=%.4x"),
|
|
View.ViewMatrices.GetViewMatrix().ComputeHash() & 0xffff,
|
|
View.PrevViewInfo.ViewMatrices.GetViewMatrix().ComputeHash() & 0xffff);
|
|
Canvas.DrawShadowedString(X, Y += YStep, TEXT("ViewMatrix:"), GetStatsFont(), FLinearColor(1, 1, 0));
|
|
Canvas.DrawShadowedString(X + ColumnWidth, Y, *Line, GetStatsFont(), FLinearColor(1, 1, 0));
|
|
});
|
|
|
|
return MoveTemp(Output);
|
|
}
|
|
|
|
FScreenPassTexture AddMotionBlurPass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FMotionBlurInputs& Inputs)
|
|
{
|
|
check(Inputs.SceneColor.IsValid());
|
|
check(Inputs.SceneDepth.IsValid());
|
|
check(Inputs.SceneVelocity.IsValid());
|
|
checkf(Inputs.SceneDepth.ViewRect == Inputs.SceneVelocity.ViewRect, TEXT("The motion blur depth and velocity must have the same viewport."));
|
|
checkf(!Inputs.OverrideOutput.IsValid(), TEXT("The motion blur override output support is unimplemented."));
|
|
|
|
// NOTE: Use SceneDepth as the velocity viewport because SceneVelocity can actually be a 1x1 black texture when there are no moving objects in sight.
|
|
const FMotionBlurViewports Viewports(FScreenPassTextureViewport(Inputs.SceneColor), FScreenPassTextureViewport(Inputs.SceneDepth));
|
|
|
|
RDG_EVENT_SCOPE(GraphBuilder, "MotionBlur");
|
|
|
|
FRDGTextureRef VelocityFlatTexture = nullptr;
|
|
FRDGTextureRef VelocityTileTexture = nullptr;
|
|
AddMotionBlurVelocityPass(
|
|
GraphBuilder,
|
|
View,
|
|
Viewports,
|
|
Inputs.SceneColor.Texture,
|
|
Inputs.SceneDepth.Texture,
|
|
Inputs.SceneVelocity.Texture,
|
|
&VelocityFlatTexture,
|
|
&VelocityTileTexture);
|
|
|
|
FScreenPassTexture Output;
|
|
Output.ViewRect = Viewports.Color.Rect;
|
|
|
|
if (Inputs.Filter == EMotionBlurFilter::Separable)
|
|
{
|
|
FRDGTextureRef MotionBlurFilterTexture = AddMotionBlurFilterPass(
|
|
GraphBuilder,
|
|
View,
|
|
Viewports,
|
|
Inputs.SceneColor.Texture,
|
|
VelocityFlatTexture,
|
|
VelocityTileTexture,
|
|
nullptr,
|
|
FIntPoint(0, 0),
|
|
EMotionBlurFilterPass::Separable0,
|
|
Inputs.Quality);
|
|
|
|
Output.Texture = AddMotionBlurFilterPass(
|
|
GraphBuilder,
|
|
View,
|
|
Viewports,
|
|
MotionBlurFilterTexture,
|
|
VelocityFlatTexture,
|
|
VelocityTileTexture,
|
|
Inputs.PostMotionBlurTranslucency.Texture,
|
|
Inputs.PostMotionBlurTranslucency.ViewRect.Size(),
|
|
EMotionBlurFilterPass::Separable1,
|
|
Inputs.Quality);
|
|
}
|
|
else
|
|
{
|
|
Output.Texture = AddMotionBlurFilterPass(
|
|
GraphBuilder,
|
|
View,
|
|
Viewports,
|
|
Inputs.SceneColor.Texture,
|
|
VelocityFlatTexture,
|
|
VelocityTileTexture,
|
|
Inputs.PostMotionBlurTranslucency.Texture,
|
|
Inputs.PostMotionBlurTranslucency.ViewRect.Size(),
|
|
EMotionBlurFilterPass::Unified,
|
|
Inputs.Quality);
|
|
}
|
|
|
|
return Output;
|
|
}
|
|
|