You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
* 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]
38 lines
1.2 KiB
Plaintext
38 lines
1.2 KiB
Plaintext
//-----------------------------------------------------------------------------
|
|
// File: LPVClearLists.usf
|
|
//
|
|
// Summary: Shader to clear LPV linked lists
|
|
//
|
|
// Created: 2013-12-08
|
|
//
|
|
// Author: mailto:benwood@microsoft.com
|
|
//
|
|
// Copyright (C) Microsoft. All rights reserved.
|
|
//-----------------------------------------------------------------------------
|
|
|
|
/*------------------------------------------------------------------------------
|
|
Compile time parameters:
|
|
------------------------------------------------------------------------------*/
|
|
|
|
#include "Common.usf"
|
|
#include "LPVWriteCommon.usf"
|
|
#include "LPVGeometryVolumeCommon.usf"
|
|
|
|
//------------------------------------------------------------------------------
|
|
|
|
RWByteAddressBuffer RWVplListHeadBuffer;
|
|
RWByteAddressBuffer RWGvListHeadBuffer;
|
|
|
|
//------------------------------------------------------------------------------
|
|
[numthreads(4,4,4)]
|
|
void CSClearLists(uint3 DTid : SV_DispatchThreadID)
|
|
{
|
|
uint i = GetGridAddress( DTid );
|
|
|
|
// 0 - terminated lists (index+1) - prevents infinite loop when reading off the end of the list
|
|
RWVplListHeadBuffer.Store( i*4, 0 );
|
|
RWGvListHeadBuffer.Store( i*4, 0 );
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|