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#preflight 61f1760afd5285142b43178a #rb Daniel.Wright, tiago.costa, Andrew.Lauritzen, charles.derousiers #jira UE-139831 #ROBOMERGE-AUTHOR: ben.ingram #ROBOMERGE-SOURCE: CL 18738670 in //UE5/Release-5.0/... via CL 18738820 via CL 18739464 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472) [CL 18740039 by ben ingram in ue5-main branch]
36 lines
1.0 KiB
Plaintext
36 lines
1.0 KiB
Plaintext
// Copyright Epic Games, Inc. All Rights Reserved.
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/**
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* VolumeLightingCommon.usf
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*/
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// use low quality shadow sampling on translucency for better performance
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#define SHADOW_QUALITY 2
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#include "ShadowProjectionCommon.ush"
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#include "ShadowFilteringCommon.ush"
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/** Parameters needed to access the shadow map of the light. */
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float4x4 TranslatedWorldToShadowMatrix;
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float4 ShadowmapMinMax;
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// .x:1/SplitNearFadeRegion, .y:1/SplitFarFadeRegion .zw:DistanceFadeMAD
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float4 ShadowInjectParams;
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// .x:DepthBias, .y:SlopeDepthBias, .z:MaxSlopeDepthBias, .w:Projection parameters
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float4 DepthBiasParameters;
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/** Whether to compute static shadowing. */
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uint bStaticallyShadowed;
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/** Shadow depth map computed for static geometry by Lightmass. */
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Texture2D StaticShadowDepthTexture;
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SamplerState StaticShadowDepthTextureSampler;
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/** Transform used for static shadowing by spot and directional lights. */
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float4x4 TranslatedWorldToStaticShadowMatrix;
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float4 StaticShadowBufferSize;
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// Declare shadow sampling function
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#include "VolumeLightingCommonSampling.ush"
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