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UnrealEngineUWP/Engine/Shaders/Private/PostProcessMaterialShaders.usf
Wei Liu f85fb2c6f3 Fix a cook failure on android.
#jira none

#rb Dmitriy.Dyomin
#preflight 627bbd7f9f7ad2a14b63ff00

[CL 20139131 by Wei Liu in ue5-main branch]
2022-05-11 10:08:44 -04:00

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// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PostProcessMaterialShaders.usf: Shaders for rendering post process materials
=============================================================================*/
#include "Common.ush"
#include "ScreenPass.ush"
#ifndef POST_PROCESS_MATERIAL
#define POST_PROCESS_MATERIAL 0
#endif
#ifndef POST_PROCESS_MATERIAL_MOBILE
#define POST_PROCESS_MATERIAL_MOBILE 0
#endif
#if (POST_PROCESS_MATERIAL == 0)
#error POST_PROCESS_MATERIAL must be defined to non-zero in the shader compilation environment.
#endif
// Must match ESceneTextureId
#define PPI_PostProcessInput0 14
#define PPI_PostProcessInput1 15
#define PPI_PostProcessInput2 16
#define PPI_PostProcessInput3 17
#define PPI_PostProcessInput4 18
SCREEN_PASS_TEXTURE_VIEWPORT(PostProcessInput_0)
SCREEN_PASS_TEXTURE_VIEWPORT(PostProcessInput_1)
SCREEN_PASS_TEXTURE_VIEWPORT(PostProcessInput_2)
SCREEN_PASS_TEXTURE_VIEWPORT(PostProcessInput_3)
SCREEN_PASS_TEXTURE_VIEWPORT(PostProcessInput_4)
SCREEN_PASS_TEXTURE_VIEWPORT(PostProcessOutput)
Texture2D PostProcessInput_0_Texture;
Texture2D PostProcessInput_1_Texture;
Texture2D PostProcessInput_2_Texture;
Texture2D PostProcessInput_3_Texture;
Texture2D PostProcessInput_4_Texture;
SamplerState PostProcessInput_0_Sampler;
SamplerState PostProcessInput_1_Sampler;
SamplerState PostProcessInput_2_Sampler;
SamplerState PostProcessInput_3_Sampler;
SamplerState PostProcessInput_4_Sampler;
SamplerState PostProcessInput_BilinearSampler;
#if SUPPORTS_INDEPENDENT_SAMPLERS
#define PostProcessInput_0_SharedSampler PostProcessInput_0_Sampler
#define PostProcessInput_1_SharedSampler PostProcessInput_0_Sampler
#define PostProcessInput_2_SharedSampler PostProcessInput_0_Sampler
#define PostProcessInput_3_SharedSampler PostProcessInput_0_Sampler
#define PostProcessInput_4_SharedSampler PostProcessInput_0_Sampler
#else
#define PostProcessInput_0_SharedSampler PostProcessInput_0_Sampler
#define PostProcessInput_1_SharedSampler PostProcessInput_1_Sampler
#define PostProcessInput_2_SharedSampler PostProcessInput_2_Sampler
#define PostProcessInput_3_SharedSampler PostProcessInput_3_Sampler
#define PostProcessInput_4_SharedSampler PostProcessInput_4_Sampler
#endif
#define EYE_ADAPTATION_LOOSE_PARAMETERS 1
#include "/Engine/Generated/Material.ush"
struct FPostProcessMaterialVSToPS
{
float4 Position : SV_POSITION;
#if NUM_TEX_COORD_INTERPOLATORS
float4 TexCoords[(NUM_TEX_COORD_INTERPOLATORS+1)/2] : TEXCOORD0;
#endif
};
#if NUM_TEX_COORD_INTERPOLATORS
float2 GetUV(FPostProcessMaterialVSToPS Interpolants, int UVIndex)
{
float4 UVVector = Interpolants.TexCoords[UVIndex / 2];
return Mod(UVIndex, 2) == 1 ? UVVector.zw : UVVector.xy;
}
void SetUV(inout FPostProcessMaterialVSToPS Interpolants, int UVIndex, float2 InValue)
{
FLATTEN
if (Mod(UVIndex, 2) == 1)
{
Interpolants.TexCoords[UVIndex / 2].zw = InValue;
}
else
{
Interpolants.TexCoords[UVIndex / 2].xy = InValue;
}
}
#endif
FMaterialVertexParameters GetPostProcessMaterialVSParameters(float2 UV)
{
// Most params irrelevant so not a lot to fill out here
FMaterialVertexParameters Result = (FMaterialVertexParameters)0;
Result.VertexColor = 1.f.xxxx;
Result.WorldPosition = float3(UV, 0.f);
#if NUM_MATERIAL_TEXCOORDS_VERTEX
UNROLL
for (int CoordinateIndex = 0; CoordinateIndex < NUM_MATERIAL_TEXCOORDS_VERTEX; CoordinateIndex++)
{
Result.TexCoords[CoordinateIndex] = UV;
}
#endif
return Result;
}
#if (FEATURE_LEVEL > FEATURE_LEVEL_ES3_1)
#if VERTEXSHADER
void MainVS(
in float4 InPosition : ATTRIBUTE0,
out FPostProcessMaterialVSToPS Output
)
{
Output = (FPostProcessMaterialVSToPS)0;
DrawRectangle(InPosition, Output.Position);
#if NUM_TEX_COORD_INTERPOLATORS
FMaterialVertexParameters VertexParameters = GetPostProcessMaterialVSParameters(InPosition.xy);
float2 CustomizedUVs[NUM_TEX_COORD_INTERPOLATORS];
GetMaterialCustomizedUVs(VertexParameters, CustomizedUVs);
GetCustomInterpolators(VertexParameters, CustomizedUVs);
{
UNROLL
for (int CoordinateIndex = 0; CoordinateIndex < NUM_MATERIAL_TEXCOORDS; CoordinateIndex++)
{
SetUV(Output, CoordinateIndex, InPosition.xy);
}
}
{
UNROLL
for (int CoordinateIndex = NUM_MATERIAL_TEXCOORDS; CoordinateIndex < NUM_TEX_COORD_INTERPOLATORS; CoordinateIndex++)
{
SetUV(Output, CoordinateIndex, CustomizedUVs[CoordinateIndex]);
}
}
#endif
}
void MainVS_VideoOverlay(
in float4 InPosition : ATTRIBUTE0,
in float2 InTexCoord : ATTRIBUTE1,
out float2 OutUV : TEXCOORD0,
out float4 OutPosition : SV_POSITION
)
{
DrawRectangle(InPosition, InTexCoord, OutPosition, OutUV);
}
#elif PIXELSHADER
void MainPS(
in FPostProcessMaterialVSToPS Input,
out float4 OutColor : SV_Target0
)
{
ResolvedView = ResolveView();
FMaterialPixelParameters Parameters = MakeInitializedMaterialPixelParameters();
FPixelMaterialInputs PixelMaterialInputs;
// can be optimized
float4 SvPosition = Input.Position;
float2 ViewportUV = (SvPosition.xy - PostProcessOutput_ViewportMin.xy) * PostProcessOutput_ViewportSizeInverse.xy;
#if NUM_TEX_COORD_INTERPOLATORS
{
UNROLL
for (int CoordinateIndex = 0; CoordinateIndex < NUM_MATERIAL_TEXCOORDS; CoordinateIndex++)
{
Parameters.TexCoords[CoordinateIndex] = ViewportUV;
}
}
{
UNROLL
for (int CoordinateIndex = NUM_MATERIAL_TEXCOORDS; CoordinateIndex < NUM_TEX_COORD_INTERPOLATORS; CoordinateIndex++)
{
Parameters.TexCoords[CoordinateIndex] = GetUV(Input, CoordinateIndex);
}
}
#endif
Parameters.VertexColor = 1;
SvPosition.z = LookupDeviceZ(ViewportUVToBufferUV(ViewportUV));
SvPosition.z = max(SvPosition.z, 1e-18);
// fill out other related material parameters
CalcMaterialParametersPost(Parameters, PixelMaterialInputs, SvPosition, true);
float Alpha = 1.0f;
#if STRATA_ENABLED
// Unlit forces a single BSDF
const FStrataBSDF UnlitBSDF = PixelMaterialInputs.FrontMaterial.InlinedBSDF;
// Grab emissive colour as output
#if MATERIAL_OUTPUT_OPACITY_AS_ALPHA
// Transmittance = 1 - opacity. See UMaterialExpressionStrataPostProcess.
const float UnlitBSDFTransmittance = UNLIT_TRANSMITTANCE(UnlitBSDF).x;
const float UnlitBSDFOpacity = 1.0f - UnlitBSDFTransmittance;
Alpha = UnlitBSDFOpacity;
#endif
const float3 Emissive = BSDF_GETEMISSIVE(UnlitBSDF);
#else
// Grab emissive colour as output
#if MATERIAL_OUTPUT_OPACITY_AS_ALPHA
Alpha = GetMaterialOpacity(PixelMaterialInputs);
#endif
const float3 Emissive = GetMaterialEmissive(PixelMaterialInputs);
#endif
OutColor = float4(Emissive, Alpha );
#if !MATERIALBLENDING_MODULATE && POST_PROCESS_MATERIAL_BEFORE_TONEMAP
OutColor.xyz *= View.PreExposure;
#endif
}
void MainPS_VideoOverlay(
in float2 InUV : TEXCOORD0,
in float4 SvPosition : SV_Position, // after all interpolators
out float4 OutColor : SV_Target0
)
{
ResolvedView = ResolveView();
FMaterialPixelParameters Parameters = MakeInitializedMaterialPixelParameters();
FPixelMaterialInputs PixelMaterialInputs;
float2 ViewportUV = InUV;
#if NUM_MATERIAL_TEXCOORDS
for(int CoordinateIndex = 0;CoordinateIndex < NUM_MATERIAL_TEXCOORDS;CoordinateIndex++)
{
Parameters.TexCoords[CoordinateIndex] = ViewportUV;
}
#endif
Parameters.VertexColor = 1;
SvPosition.z = LookupDeviceZ(ViewportUVToBufferUV(ViewportUV));
SvPosition.z = max(SvPosition.z, 1e-18);
// fill out other related material parameters
CalcMaterialParametersPost(Parameters, PixelMaterialInputs, SvPosition, true);
// Grab emissive colour as output
#if MATERIAL_OUTPUT_OPACITY_AS_ALPHA
const float Alpha = GetMaterialOpacity(PixelMaterialInputs);
#else
const float Alpha = 1.0f;
#endif
OutColor = float4(GetMaterialEmissive(PixelMaterialInputs), Alpha );
}
#else // !VERTEXSHADER && !PIXELSHADER
#error Wrong shader domain.
#endif
#else // FEATURE_LEVEL > FEATURE_LEVEL_ES3_1
uint bFlipYAxis;
//
// Mobile version
//
void MainVS(
in float4 InPosition : ATTRIBUTE0,
in float2 InTexCoord : ATTRIBUTE1,
out FPostProcessMaterialVSToPS Output
)
{
Output = (FPostProcessMaterialVSToPS)0;
float2 OutUV;
DrawRectangle(InPosition, InTexCoord, Output.Position, OutUV);
#if NUM_TEX_COORD_INTERPOLATORS
FMaterialVertexParameters VertexParameters = GetPostProcessMaterialVSParameters(InPosition.xy);
float2 CustomizedUVs[NUM_TEX_COORD_INTERPOLATORS];
GetMaterialCustomizedUVs(VertexParameters, CustomizedUVs);
GetCustomInterpolators(VertexParameters, CustomizedUVs);
UNROLL
for (int CoordinateIndex = 0; CoordinateIndex < NUM_MATERIAL_TEXCOORDS; CoordinateIndex++)
{
#if POST_PROCESS_AR_PASSTHROUGH
SetUV(Output, CoordinateIndex, OutUV);
#else
SetUV(Output, CoordinateIndex, InPosition.xy);
#endif
}
UNROLL
for (int CoordinateIndex = NUM_MATERIAL_TEXCOORDS; CoordinateIndex < NUM_TEX_COORD_INTERPOLATORS; CoordinateIndex++)
{
SetUV(Output, CoordinateIndex, CustomizedUVs[CoordinateIndex]);
}
#endif
}
void MainPS(
in FPostProcessMaterialVSToPS Input,
out half4 OutColor : SV_Target0
)
{
ResolvedView = ResolveView();
FMaterialPixelParameters Parameters = MakeInitializedMaterialPixelParameters();
FPixelMaterialInputs PixelMaterialInputs;
// can be optimized
float4 SvPosition = Input.Position;
if (bFlipYAxis)
{
SvPosition.y = PostProcessOutput_ViewportSize.y - SvPosition.y;
}
float2 ViewportUV = (SvPosition - PostProcessOutput_ViewportMin) * PostProcessOutput_ViewportSizeInverse;
float2 BufferUV = ViewportUVToBufferUV(ViewportUV);
#if NUM_TEX_COORD_INTERPOLATORS
UNROLL
for (int CoordinateIndex = 0; CoordinateIndex < NUM_MATERIAL_TEXCOORDS; CoordinateIndex++)
{
#if POST_PROCESS_AR_PASSTHROUGH
Parameters.TexCoords[CoordinateIndex] = GetUV(Input, CoordinateIndex);
#else
Parameters.TexCoords[CoordinateIndex] = ViewportUV;
#endif
}
UNROLL
for (int CoordinateIndex = NUM_MATERIAL_TEXCOORDS; CoordinateIndex < NUM_TEX_COORD_INTERPOLATORS; CoordinateIndex++)
{
Parameters.TexCoords[CoordinateIndex] = GetUV(Input, CoordinateIndex);
}
#endif
Parameters.VertexColor = 1;
float ClipValue = 1.0f;
float DeviceZ = LookupDeviceZ(BufferUV);
SvPosition.z = DeviceZ;
SvPosition.z = max(SvPosition.z, 1e-18);
// fill out other related material parameters
CalcMaterialParametersPost(Parameters, PixelMaterialInputs, SvPosition, true);
// Grab emissive colour as output
half3 EmissiveColor = GetMaterialEmissive(PixelMaterialInputs);
#if MATERIAL_OUTPUT_OPACITY_AS_ALPHA
half Alpha = GetMaterialOpacity(PixelMaterialInputs);
#else
half Alpha = Parameters.BackupSceneColorAlpha;
#endif
half4 FullSceneColor = half4(EmissiveColor, Alpha);
#if POST_PROCESS_MATERIAL_BEFORE_TONEMAP
#if OUTPUT_GAMMA_SPACE
FullSceneColor.rgb = sqrt(FullSceneColor.rgb);
#endif
#if !MATERIALBLENDING_MODULATE
FullSceneColor.xyz *= View.PreExposure;
#endif
#endif
OutColor = FullSceneColor;
}
#endif // FEATURE_LEVEL > FEATURE_LEVEL_ES3_1