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#rb none #jira none #preflight 6276c1304e5d44e5b1d89f44 #fyi sebastien.hillaire [CL 20091961 by Charles deRousiers in ue5-main branch]
196 lines
7.5 KiB
Plaintext
196 lines
7.5 KiB
Plaintext
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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DeferredDecal.usf: Pixel shader for computing a deferred decal.
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=============================================================================*/
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#include "Common.ush"
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#if SHADING_PATH_MOBILE
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// Reroute MobileSceneTextures uniform buffer references to the base pass uniform buffer
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#define MobileSceneTextures MobileBasePass.SceneTextures
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#define EyeAdaptationStruct MobileBasePass
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#else
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#define SceneTexturesStruct DecalPass.SceneTextures
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#define EyeAdaptationStruct DecalPass
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#endif
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#if PIXELSHADER
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// Decals require both inline & deferred shading path for reading & writing Strata data
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#define STRATA_INLINE_SHADING 1
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#define STRATA_DEFERRED_SHADING 1
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#include "Strata/Strata.ush"
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#include "DecalCommon.ush"
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#endif // PIXELSHADER
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// large world coordinate tile position
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float4 DecalTilePosition;
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// from SvPosition to decal space (for position), used like this: mul(float4(SvPosition.xyz, 1), SvPositionToDecal);
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float4x4 SvPositionToDecal;
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// to transform position from decal space to world space, for normals use transpose of inverse
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float4x4 DecalToWorld;
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float3 DecalToWorldInvScale;
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// decal orientation in world space, X axis. Used for ObjectOrientation material expression
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float3 DecalOrientation;
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// x - Fade alpha from screen size fading
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// y - Opacity over the lifetime of the decal. 1 -> 0
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float2 DecalParams;
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// from component to clip space (for decal frustum)
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float4x4 FrustumComponentToClip;
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// Global decal vertex shader
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void MainVS(
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in float4 InPosition : ATTRIBUTE0,
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out float4 OutPosition : SV_POSITION
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)
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{
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OutPosition = mul(InPosition, FrustumComponentToClip);
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}
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#if IS_DECAL && PIXELSHADER
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// DECAL_PRIMITIVE informs material templates which functions to expose when rendering decals.
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#define DECAL_PRIMITIVE 1
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#include "/Engine/Generated/Material.ush"
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// If virtual texture is enabled then use early depth test so that UAV feedback buffer writes respect the depth test
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#if NUM_VIRTUALTEXTURE_SAMPLES
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#if COMPILER_SUPPORTS_DEPTHSTENCIL_EARLYTEST_LATEWRITE
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// If we support early depth test with late write behaviour then use it since we may be using discard, or modifying depth
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#define PIXELSHADER_EARLYDEPTHSTENCIL DEPTHSTENCIL_EARLYTEST_LATEWRITE
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#elif !OUTPUT_PIXEL_DEPTH_OFFSET
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// Otherwise we can only use early depth test if not modifying depth
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// Modifying depth will trigger the slow path where we write feedback to UAV even where depth occluded!
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#define PIXELSHADER_EARLYDEPTHSTENCIL EARLYDEPTHSTENCIL
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#endif
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#endif
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float4 SvPositionToScreenPosition2(float4 SvPosition)
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{
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// assumed SvPosition.w = 1
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float4 Ret;
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Ret.x = ((SvPosition.x - View.ViewRectMin.x) * View.ViewSizeAndInvSize.z) * 2 - 1;
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Ret.y = ((SvPosition.y - View.ViewRectMin.y) * View.ViewSizeAndInvSize.w) * -2 + 1;
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Ret.z = ConvertFromDeviceZ(SvPosition.z);
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Ret.w = 1;
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Ret.xy *= Ret.z;
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// so .w has the SceneDepth, some mobile code wants that
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// Ret *= Ret.z;
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return Ret;
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}
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// is called in MainPS() from PixelShaderOutputCommon.usf
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void FPixelShaderInOut_MainPS(inout FPixelShaderIn In, inout FPixelShaderOut Out)
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{
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ResolvedView = ResolveView();
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float2 ScreenUV = SvPositionToBufferUV(In.SvPosition);
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// make SvPosition appear to be rasterized with the depth from the depth buffer
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In.SvPosition.z = LookupDeviceZ(ScreenUV);
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float4 DecalVectorHom = mul(float4(In.SvPosition.xyz,1), SvPositionToDecal);
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float3 OSPosition = DecalVectorHom.xyz / DecalVectorHom.w;
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// clip content outside the decal
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// not needed if we stencil out the decal but we do that only on large (screen space) ones
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clip(OSPosition.xyz + 1.0f);
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clip(1.0f - OSPosition.xyz);
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float3 TranslatedWorldPosition = SvPositionToTranslatedWorld(In.SvPosition);
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float3 CameraVector = normalize(PrimaryView.TranslatedWorldCameraOrigin - TranslatedWorldPosition);
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// can be optimized
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float3 DecalVector = OSPosition * 0.5f + 0.5f;
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// Swizzle so that DecalVector.xy are perpendicular to the projection direction and DecalVector.z is distance along the projection direction
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float3 SwizzlePos = DecalVector.zyx;
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// By default, map textures using the vectors perpendicular to the projection direction
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float2 DecalUVs = SwizzlePos.xy;
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FMaterialPixelParameters MaterialParameters = MakeInitializedMaterialPixelParameters();
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#if NUM_MATERIAL_TEXCOORDS
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for(int CoordinateIndex = 0;CoordinateIndex < NUM_MATERIAL_TEXCOORDS;CoordinateIndex++)
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{
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MaterialParameters.TexCoords[CoordinateIndex] = DecalUVs;
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}
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#endif
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MaterialParameters.TwoSidedSign = 1;
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MaterialParameters.VertexColor = 1;
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MaterialParameters.CameraVector = CameraVector;
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MaterialParameters.SvPosition = In.SvPosition;
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MaterialParameters.ScreenPosition = SvPositionToScreenPosition(In.SvPosition);
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MaterialParameters.LightVector = SwizzlePos;
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MaterialParameters.AbsoluteWorldPosition = MaterialParameters.WorldPosition_NoOffsets = LWCSubtract(TranslatedWorldPosition, PrimaryView.PreViewTranslation);
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MaterialParameters.WorldPosition_CamRelative = MaterialParameters.WorldPosition_NoOffsets_CamRelative = TranslatedWorldPosition;
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FPixelMaterialInputs PixelMaterialInputs;
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CalcPixelMaterialInputs(MaterialParameters, PixelMaterialInputs);
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const float DecalFading = saturate(4 - 4 * abs(SwizzlePos.z * 2 - 1)) * DecalParams.x;
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#if STRATA_ENABLED
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FStrataPixelHeader StrataHeader = InitialiseStrataPixelHeader();
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StrataHeader.StrataTree = MaterialParameters.StrataTree;
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StrataHeader.BSDFCount = 1;
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StrataHeader.IrradianceAO = InitIrradianceAndOcclusion();
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StrataHeader.IrradianceAO.MaterialAO = GetMaterialAmbientOcclusion(PixelMaterialInputs);
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StrataHeader.SharedLocalBases = MaterialParameters.SharedLocalBases;
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const float Coverage = DecalCommonOutput(Out, StrataHeader, StrataHeader.StrataTree.BSDFs[0], DecalFading);
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const float Opacity = Coverage;
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#else // STRATA_ENABLED
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float3 Color = GetMaterialEmissive(PixelMaterialInputs);
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float Opacity = GetMaterialOpacity(PixelMaterialInputs) * DecalFading;
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FGBufferData GBufferData;
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GBufferData.WorldNormal = MaterialParameters.WorldNormal;
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GBufferData.BaseColor = GetMaterialBaseColor(PixelMaterialInputs);
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GBufferData.Metallic = GetMaterialMetallic(PixelMaterialInputs);
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GBufferData.Specular = GetMaterialSpecular(PixelMaterialInputs);
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GBufferData.Roughness = GetMaterialRoughness(PixelMaterialInputs);
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GBufferData.CustomData = 0;
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GBufferData.IndirectIrradiance = 0;
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GBufferData.PrecomputedShadowFactors = 1;
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GBufferData.GBufferAO = GetMaterialAmbientOcclusion(PixelMaterialInputs);
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GBufferData.ShadingModelID = SHADINGMODELID_DEFAULT_LIT;
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GBufferData.SelectiveOutputMask = 0;
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GBufferData.PerObjectGBufferData = 1;
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GBufferData.DiffuseIndirectSampleOcclusion = 0;
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GBufferData.Velocity = 0;
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DecalCommonOutput(In, Out, Color, Opacity, GBufferData);
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#endif // STRATA_ENABLED
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#if NUM_VIRTUALTEXTURE_SAMPLES
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FinalizeVirtualTextureFeedback(
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MaterialParameters.VirtualTextureFeedback,
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MaterialParameters.SvPosition,
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Opacity,
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View.FrameNumber,
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View.VTFeedbackBuffer
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);
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#endif
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}
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//#define PIXELSHADEROUTPUT_MRT0 (DECAL_RENDERTARGET_COUNT > 0)
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//#define PIXELSHADEROUTPUT_MRT1 (DECAL_RENDERTARGET_COUNT > 1)
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//#define PIXELSHADEROUTPUT_MRT2 (DECAL_RENDERTARGET_COUNT > 2)
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//#define PIXELSHADEROUTPUT_MRT3 (DECAL_RENDERTARGET_COUNT > 3)
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//#define PIXELSHADEROUTPUT_MRT4 (DECAL_RENDERTARGET_COUNT > 4)
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// all PIXELSHADEROUTPUT_ and "void FPixelShaderInOut_MainPS()" need to be setup before this include
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// this include generates the wrapper code to call MainPS()
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#include "PixelShaderOutputCommon.ush"
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#endif // IS_DECAL
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