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https://github.com/izzy2lost/UnrealEngineUWP.git
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* reduced order of SH (faster but a bit more blurry) * DirectionalOcclusion (disabled by default, can be enabled in PostProcessSettings, affects SkyLight and ReflectionEnvironments but not AmbientCube) * Material BlockGI feature * Spotlight support * Uses AsyncCompute on XboxOne as optimization (order is not optimized yet) [CL 2553823 by Martin Mittring in Main branch]
156 lines
4.6 KiB
Plaintext
156 lines
4.6 KiB
Plaintext
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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ShadowDepthPixelShader.usf: Pixel shader for writing shadow depth.
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=============================================================================*/
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// needs to before Common.usf
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#define SHADOW_DEPTH_SHADER 1
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#include "Common.usf"
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#include "Material.usf"
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#include "VertexFactory.usf"
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#include "ShadowDepthCommon.usf"
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#define SECONDARY_OCCLUSION 1
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// With this enabled, very large or one-sided objects (e.g. terrain) inject an additional layer of GV cells
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// to increase AO contribution. The AO calculation works best with closed geometry and small-medium scale objects
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#define LPV_GV_BOOST 1
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//@todo-rco: Remove this when reenabling for OpenGL
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#if !COMPILER_GLSL
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#if REFLECTIVE_SHADOW_MAP
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#include "LPVWriteVplCommon.usf"
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#if RSM_TRANSMISSION
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float2 ReflectiveShadowMapTextureResolution;
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row_major float4x4 ProjectionMatrix;
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#endif
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#endif
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#endif
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float3 GetMaterialBounceColor(FMaterialPixelParameters MaterialParameters)
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{
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half3 BaseColor = GetMaterialBaseColor(MaterialParameters);
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return BaseColor;
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}
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void Main(
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FShadowDepthVSToPS Inputs,
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in float4 SvPosition : SV_Position,
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out float4 OutColor : SV_Target0
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#if REFLECTIVE_SHADOW_MAP
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,out float4 OutReflectiveShadowMapDiffuse : SV_Target1
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#endif
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#if PERSPECTIVE_CORRECT_DEPTH
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,out float OutDepth : SV_DEPTH
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#endif
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)
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{
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#if INTERPOLATE_VF_ATTRIBUTES
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FMaterialPixelParameters MaterialParameters = GetMaterialPixelParameters(Inputs.FactoryInterpolants, float4(0,0,.00001f,1));
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#if INTERPOLATE_POSITION
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CalcMaterialParameters(MaterialParameters, SvPosition, 1, Inputs.PixelPosition);
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#else
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// Note: Using default values for PixelPosition to reduce interpolator cost
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CalcMaterialParameters(MaterialParameters, SvPosition, 1, float4(0,0,.00001f,1));
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#endif
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// Evaluate the mask for masked materials
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GetMaterialClippingShadowDepth(MaterialParameters);
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#else
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ClipLODTransition(SvPosition.xy);
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#endif
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#if PERSPECTIVE_CORRECT_DEPTH
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float DepthBias = ShadowParams.x;
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float InvMaxSubjectDepth = ShadowParams.y;
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Inputs.ShadowDepth *= InvMaxSubjectDepth;
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Inputs.ShadowDepth += DepthBias;
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OutDepth = saturate(Inputs.ShadowDepth);
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#endif
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OutColor = 0;
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#if REFLECTIVE_SHADOW_MAP
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OutReflectiveShadowMapDiffuse = 0;
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float3 normal = normalize( MaterialParameters.TangentToWorld[2] ); // Smooth normal
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float3 flux = GetMaterialBounceColor(MaterialParameters);
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//@todo-rco: Remove this when reenabling for OpenGL
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#if !COMPILER_GLSL
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#if MATERIAL_INJECT_EMISSIVE_INTO_LPV
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float3 emissive = GetMaterialEmissive( MaterialParameters );
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// Remove directionality from the light in the VPL.
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normal = float3 (0.0f, 0.0f, 0.0f);
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#endif
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#if MATERIAL_INJECT_EMISSIVE_INTO_LPV || MATERIAL_BLOCK_GI
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float opacity = GetMaterialOpacity( MaterialParameters );
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#endif
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#if SECONDARY_OCCLUSION || MATERIAL_INJECT_EMISSIVE_INTO_LPV
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// Optimisation: only add to GV/VPL if the fragment is within the grid
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float3 grid = WorldToGrid( MaterialParameters.WorldPosition.xyz );
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float minGrid = min( grid.x, min(grid.y,grid.z ) );
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float maxGrid = max( grid.x, max(grid.y,grid.z ) );
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[branch]
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if ( minGrid > -0.5f && maxGrid <= 32.5f ) // Account for 0.5 cell offset
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{
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#if SECONDARY_OCCLUSION && (MATERIALBLENDING_MASKED || MATERIALBLENDING_SOLID) && !MATERIAL_BLOCK_GI
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float3 GvInjectPosition = MaterialParameters.WorldPosition - normal * LpvWrite.GeometryVolumeInjectionBias;
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#if LPV_GV_BOOST
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if ( Primitive.LpvBiasMultiplier < 0.25 )
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{
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// Add an additional layer of GV cells facing the opposite direction to improve AO contribution
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// TODO: add per-primitive AO-boost tickbox instead of hijacking LpvBiasMultiplier like this
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// NOTE: The cost of this additional branch is minimal (on AMD at least)
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float offset = ( LpvWrite.LpvScale * 3.0f );
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AddToGvList( GvInjectPosition - normal * offset, flux, -normal );
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}
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#endif
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AddToGvList( GvInjectPosition, flux, normal );
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#endif
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#if MATERIAL_INJECT_EMISSIVE_INTO_LPV && !MATERIAL_BLOCK_GI
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AddToVplList( MaterialParameters.WorldPosition, emissive * LpvWrite.EmissiveInjectionMultiplier, normal, true );
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#endif
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}
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else
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{
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OutColor = 0;
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OutReflectiveShadowMapDiffuse = 0;
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return;
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}
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#endif
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#endif
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#if MATERIAL_BLOCK_GI
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OutColor = 1.0f;
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OutReflectiveShadowMapDiffuse = opacity;
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#elif MATERIALBLENDING_TRANSLUCENT || MATERIALBLENDING_ALPHACOMPOSITE
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OutColor = 0;
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OutReflectiveShadowMapDiffuse = 0;
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clip(-1);
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#else
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// Pass the LPV bias multiplier in the alpha channel of the normal
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OutColor = float4(normal * .5 + .5, Primitive.LpvBiasMultiplier / 32.0f );
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OutReflectiveShadowMapDiffuse = float4(flux, 0);
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#endif
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#endif
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}
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