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UnrealEngineUWP/Engine/Shaders/MeshDecals.usf
Ben Marsh 20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00

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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
MeshDecals.usf: Vertex/Hull/Domain/Pixel shader for computing a mesh decal.
=============================================================================*/
#include "DecalCommon.usf"
#include "Material.usf"
#include "VertexFactory.usf"
struct FMeshDecalVSToPS
{
FVertexFactoryInterpolantsVSToPS FactoryInterpolants;
float4 Position : SV_POSITION;
};
#if USING_TESSELLATION
struct FMeshDecalVSToDS
{
FVertexFactoryInterpolantsVSToDS FactoryInterpolants;
float4 Position : VS_To_DS_Position;
OPTIONAL_VertexID_VS_To_DS
};
#define VS_OUTPUT_TYPE FMeshDecalVSToDS
#else
#define VS_OUTPUT_TYPE FMeshDecalVSToPS
#endif
#if USING_TESSELLATION
#define FPassSpecificVSToDS FMeshDecalVSToDS
#define FPassSpecificVSToPS FMeshDecalVSToPS
#define INTERPOLATE_MEMBER(member) O.member = a.member * aInterp + b.member * bInterp
FMeshDecalVSToDS PassInterpolate(FMeshDecalVSToDS a, float aInterp, FMeshDecalVSToDS b, float bInterp)
{
FMeshDecalVSToDS O;
O.FactoryInterpolants = VertexFactoryInterpolate(a.FactoryInterpolants, aInterp, b.FactoryInterpolants, bInterp);
return O;
}
#undef INTERPOLATE_MEMBER
FMeshDecalVSToPS PassFinalizeTessellationOutput(FMeshDecalVSToDS Interpolants, float4 WorldPosition, FMaterialTessellationParameters MaterialParameters)
{
FMeshDecalVSToPS O;
O.FactoryInterpolants = VertexFactoryAssignInterpolants(Interpolants.FactoryInterpolants);
// Finally, transform position to clip-space
O.Position = mul(WorldPosition, View.TranslatedWorldToClip);
return O;
}
#include "Tessellation.usf"
#endif
#if VERTEXSHADER
/** transform mesh as normal */
void MainVS(
FVertexFactoryInput Input,
OPTIONAL_VertexID
out VS_OUTPUT_TYPE Output
#if USE_GLOBAL_CLIP_PLANE && !USING_TESSELLATION
, out float OutGlobalClipPlaneDistance : SV_ClipDistance
#endif
)
{
ResolvedView = ResolveView();
FVertexFactoryIntermediates VFIntermediates = GetVertexFactoryIntermediates(Input);
float4 WorldPosition = VertexFactoryGetWorldPosition(Input, VFIntermediates);
float3x3 TangentToLocal = VertexFactoryGetTangentToLocal(Input, VFIntermediates);
FMaterialVertexParameters VertexParameters = GetMaterialVertexParameters(Input, VFIntermediates, WorldPosition.xyz, TangentToLocal);
// Isolate instructions used for world position offset on xbox 360,
// As these cause the optimizer to generate different position calculating instructions in each pass, resulting in self-z-fighting.
// This is only necessary for shaders used in passes that have depth testing enabled.
ISOLATE
{
WorldPosition.xyz += GetMaterialWorldPositionOffset(VertexParameters);
}
#if USING_TESSELLATION
Output.Position = WorldPosition;
Output.FactoryInterpolants = VertexFactoryGetInterpolantsVSToDS(Input, VFIntermediates, VertexParameters);
#else // !USING_TESSELLATION
Output.Position = mul(WorldPosition, View.TranslatedWorldToClip);
Output.FactoryInterpolants = VertexFactoryGetInterpolantsVSToPS(Input, VFIntermediates, VertexParameters);
#if USE_GLOBAL_CLIP_PLANE
OutGlobalClipPlaneDistance = dot(ResolvedView.GlobalClippingPlane, float4(WorldPosition.xyz - ResolvedView.PreViewTranslation.xyz, 1));
#endif
#endif // USING_TESSELLATION
// Move all geometry a little bit towards the camera (to not get z fighting with existing zbuffer of the same meshes rendered with slightly different float computations).
#if !USING_TESSELLATION
// todo: tweak or expose (cvar or per mesh/material setting), if needed the artist always can create a WorldPositionOffset adjustment in the shader (e.g. -0.1*CameraDirectionVector )
Output.Position.z += 0.0001f * Output.Position.w;
#endif
OutputVertexID( Output );
}
#endif // VERTEXSHADER
// is called in MainPS() from PixelShaderOutputCommon.usf
void FPixelShaderInOut_MainPS(
FVertexFactoryInterpolantsVSToPS Interpolants,
inout FPixelShaderIn In,
inout FPixelShaderOut Out)
{
#if INSTANCED_STEREO
ResolvedView = ResolveView(GetEyeIndex(Interpolants.PackedEyeIndex));
#else
ResolvedView = ResolveView();
#endif
FMaterialPixelParameters MaterialParameters = GetMaterialPixelParameters(Interpolants, In.SvPosition);
// default to no shadows, good for volumetric decals
Out.MRT[4] = 1;
FPixelMaterialInputs PixelMaterialInputs;
CalcPixelMaterialInputs(MaterialParameters, PixelMaterialInputs);
// Store the results in local variables and reuse instead of calling the functions multiple times.
half3 BaseColor = GetMaterialBaseColor(PixelMaterialInputs);
half Metallic = GetMaterialMetallic(PixelMaterialInputs);
half Specular = GetMaterialSpecular(PixelMaterialInputs);
float3 Color = 1;
#if DECAL_BLEND_MODE == DECALBLENDMODEID_NORMAL
// -1..1 range to 0..1
Color = MaterialParameters.WorldNormal * 0.5f + 0.5f;
#else
Color = GetMaterialEmissive(PixelMaterialInputs);
#if (ES2_PROFILE || ES3_1_PROFILE) // only for mobile
Color+= BaseColor;
#endif
#endif
float Opacity = GetMaterialOpacity(PixelMaterialInputs);
// decal fade
// Opacity *= DecalParams.x;
FGBufferData GBufferData;
GBufferData.WorldNormal = MaterialParameters.WorldNormal;
GBufferData.BaseColor = BaseColor;
GBufferData.Metallic = Metallic;
GBufferData.Specular = Specular;
GBufferData.Roughness = GetMaterialRoughness(PixelMaterialInputs);
GBufferData.CustomData = 0;
GBufferData.IndirectIrradiance = 0;
GBufferData.PrecomputedShadowFactors = 0;
GBufferData.GBufferAO = 1;
GBufferData.ShadingModelID = SHADINGMODELID_DEFAULT_LIT;
GBufferData.SelectiveOutputMask = 0;
GBufferData.PerObjectGBufferData = 1;
DecalCommonOutput(In, Out, Color, Opacity, GBufferData);
}
#define PIXELSHADEROUTPUT_INTERPOLANTS 1
#define PIXELSHADEROUTPUT_MRT0 (DECAL_RENDERTARGET_COUNT > 0)
#define PIXELSHADEROUTPUT_MRT1 (DECAL_RENDERTARGET_COUNT > 1 && (BIND_RENDERTARGET1 || COMPILER_METAL))
#define PIXELSHADEROUTPUT_MRT2 (DECAL_RENDERTARGET_COUNT > 2)
#define PIXELSHADEROUTPUT_MRT3 (DECAL_RENDERTARGET_COUNT > 3)
#define PIXELSHADEROUTPUT_MRT4 (DECAL_RENDERTARGET_COUNT > 4)
// all PIXELSHADEROUTPUT_ and "void FPixelShaderInOut_MainPS()" need to be setup before this include
// this include generates the wrapper code to call MainPS()
#include "PixelShaderOutputCommon.usf"