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- Added RangeBasedCullingDistance to Nanite view & NANITE_VIEW_FLAG_DISTANCE_CULL to indicate if used - Added light radius to VSM projection data and added culling invalidations based on range also. - Added unrelated flag & flag field to VSM to reduce shader header change churn (VSM_PROJ_FLAG_CURRENT_DISTANT_LIGHT). - Added light range test in page marking shader. Simplify Nanite LOD calculations by performing them in world space instead of local space - This also allows us no longer precalculate ViewPosScaledLocal and ViewForwardScaledLocal in DynamicData #rb rune.stubbe #preflight 62beb9303f0d6beee2da98db #ROBOMERGE-AUTHOR: ola.olsson #ROBOMERGE-SOURCE: CL 20913913 via CL 20913992 via CL 20913998 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v971-20777995) [CL 20916199 by ola olsson in ue5-main branch]
21 lines
987 B
C
21 lines
987 B
C
// Copyright Epic Games, Inc. All Rights Reserved.
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/*================================================================================================
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VirtualShadowMapDefinitions.h: used in virtual shadow map shaders and C++ code to define common constants
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!!! Changing this file requires recompilation of the engine !!!
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=================================================================================================*/
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#pragma once
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#define VIRTUAL_SHADOW_MAP_VISUALIZE_NONE 0
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#define VIRTUAL_SHADOW_MAP_VISUALIZE_SHADOW_FACTOR (1 << 0)
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#define VIRTUAL_SHADOW_MAP_VISUALIZE_CLIPMAP_OR_MIP (1 << 1)
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#define VIRTUAL_SHADOW_MAP_VISUALIZE_VIRTUAL_PAGE (1 << 2)
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#define VIRTUAL_SHADOW_MAP_VISUALIZE_CACHED_PAGE (1 << 3)
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#define VIRTUAL_SHADOW_MAP_VISUALIZE_SMRT_RAY_COUNT (1 << 4)
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#define VIRTUAL_SHADOW_MAP_VISUALIZE_CLIPMAP_VIRTUAL_SPACE (1 << 5)
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#define VIRTUAL_SHADOW_MAP_VISUALIZE_GENERAL_DEBUG (1 << 6)
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#define VSM_PROJ_FLAG_CURRENT_DISTANT_LIGHT (1U << 0)
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