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439 lines
12 KiB
Plaintext
439 lines
12 KiB
Plaintext
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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SimpleElementPixelShader.hlsl: Pixel shader for drawing simple elements.
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=============================================================================*/
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#include "Common.usf"
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#include "ColorUtils.usf"
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#define USE_IES_PROFILE 1
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#include "IESLightProfilesCommon.usf"
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#define ENABLE_EDITOR_COMPOSITING (FEATURE_LEVEL >= FEATURE_LEVEL_SM4 || MOBILE_EMULATION)
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Texture2D InTexture;
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SamplerState InTextureSampler;
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half4 TextureComponentReplicate;
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half4 TextureComponentReplicateAlpha;
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void ReplicateChannelSimpleElementShader(inout float4 BaseColor)
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{
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ReplicateChannel(BaseColor, TextureComponentReplicate, TextureComponentReplicateAlpha);
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}
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bool bEnableEditorPrimitiveDepthTest;
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float4 ScreenToPixel;
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MaterialFloat4 ColourTexture2DSample(Texture2D Tex, SamplerState Sampler, float2 UV)
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{
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MaterialFloat4 Sample = Tex.Sample(Sampler, UV);
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#if SRGB_INPUT_TEXTURE && (ES2_PROFILE || ES3_1_PROFILE)
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Sample.rgb = Sample.rgb * Sample.rgb;
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#endif
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return Sample;
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}
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#if ENABLE_EDITOR_COMPOSITING
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void PerformEditorCompositingDepthTest(float4 SvPosition)
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{
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// depth test manually if compositing editor primitives
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FLATTEN
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if (bEnableEditorPrimitiveDepthTest)
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{
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bool bIsPerspective = (View.ViewToClip._m33 < 1.0f);
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// Using SV_Position because manual interpolation fails in precision for the editor grid.
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float SceneDepthDeviceZ = SceneDepthTextureNonMS.Load(int3(SvPosition.xy, 0)).r;
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float InterpolatedDeviceZ = SvPosition.z;
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// This is for a reversed Z depth buffer.
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#if HAS_INVERTED_Z_BUFFER
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clip(InterpolatedDeviceZ - SceneDepthDeviceZ);
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#else
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clip(SceneDepthDeviceZ - InterpolatedDeviceZ);
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#endif
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}
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}
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#endif
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void Main(
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in float2 TextureCoordinate : TEXCOORD0,
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in float4 Color : TEXCOORD1,
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in float4 HitProxyId : TEXCOORD2,
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out float4 OutColor : SV_Target0
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#if FEATURE_LEVEL >= FEATURE_LEVEL_SM4
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,out float4 OutWorldNormal : SV_Target1
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#endif
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#if ENABLE_EDITOR_COMPOSITING
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,in float4 SvPosition : SV_Position
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#endif
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)
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{
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#if ENABLE_EDITOR_COMPOSITING
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PerformEditorCompositingDepthTest(SvPosition);
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#endif
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float4 BaseColor = ColourTexture2DSample(InTexture, InTextureSampler,TextureCoordinate);
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ReplicateChannelSimpleElementShader(BaseColor);
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OutColor = RETURN_COLOR(BaseColor * Color);
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#if FEATURE_LEVEL >= FEATURE_LEVEL_SM4
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// Set the G buffer bits that indicate unlit
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OutWorldNormal = 0;
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#endif
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}
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void AlphaOnlyMain(
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in float2 TextureCoordinate : TEXCOORD0,
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in float4 Color : TEXCOORD1,
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in float4 HitProxyId : TEXCOORD2,
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out float4 OutColor : SV_Target0
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#if FEATURE_LEVEL >= FEATURE_LEVEL_SM4
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,out float4 OutWorldNormal : SV_Target1
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#endif
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#if ENABLE_EDITOR_COMPOSITING
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,in float4 SvPosition : SV_Position
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#endif
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)
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{
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#if ENABLE_EDITOR_COMPOSITING
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PerformEditorCompositingDepthTest(SvPosition);
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#endif
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float4 TmpColor = Color;
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TmpColor.a *= Texture2DSample_A8(InTexture, InTextureSampler, TextureCoordinate);
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OutColor = RETURN_COLOR(TmpColor);
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#if FEATURE_LEVEL >= FEATURE_LEVEL_SM4
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// Set the G buffer bits that indicate unlit
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OutWorldNormal = 0;
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#endif
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}
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#if METAL_PROFILE
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static const half Gamma = 1.0f;
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#else
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half Gamma;
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#endif
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void GammaMain(
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in float2 TextureCoordinate : TEXCOORD0,
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in float4 Color : TEXCOORD1,
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in float4 InHitProxyId : TEXCOORD2, // needed to have d3ddebug warning supressed (VS and PS signatures with SV_Position
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out float4 OutColor : SV_Target0
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#if ENABLE_EDITOR_COMPOSITING
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,in float4 SvPosition : SV_Position
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#endif
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#if FEATURE_LEVEL >= FEATURE_LEVEL_SM4
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,out float4 OutWorldNormal : SV_Target1
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#endif
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)
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{
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#if ENABLE_EDITOR_COMPOSITING
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PerformEditorCompositingDepthTest(SvPosition);
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#endif
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float4 BaseColor = ColourTexture2DSample(InTexture, InTextureSampler,TextureCoordinate);
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ReplicateChannelSimpleElementShader(BaseColor);
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OutColor = BaseColor * Color;
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if( Gamma != 1.0 )
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{
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// Gamma correct the output color.
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OutColor.rgb = pow(saturate(OutColor.rgb),Gamma);
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}
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OutColor = RETURN_COLOR(OutColor);
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#if FEATURE_LEVEL >= FEATURE_LEVEL_SM4
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// Set the G buffer bits that indicate unlit
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OutWorldNormal = 0;
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#endif
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}
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void GammaAlphaOnlyMain(
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in float2 TextureCoordinate : TEXCOORD0,
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in float4 Color : TEXCOORD1,
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in float4 InHitProxyId : TEXCOORD2, // needed to have d3ddebug warning supressed (VS and PS signatures with SV_Position
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out float4 OutColor : SV_Target0
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#if ENABLE_EDITOR_COMPOSITING
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,in float4 SvPosition : SV_Position
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#endif
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#if FEATURE_LEVEL >= FEATURE_LEVEL_SM4
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,out float4 OutWorldNormal : SV_Target1
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#endif
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)
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{
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#if ENABLE_EDITOR_COMPOSITING
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PerformEditorCompositingDepthTest(SvPosition);
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#endif
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float4 TmpColor = Color;
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TmpColor.a *= Texture2DSample_A8(InTexture, InTextureSampler, TextureCoordinate);
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if( Gamma != 1.0 )
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{
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// Gamma correct the output color.
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TmpColor.rgb = pow(saturate(TmpColor.rgb),Gamma);
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}
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OutColor = RETURN_COLOR(TmpColor);
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#if FEATURE_LEVEL >= FEATURE_LEVEL_SM4
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// Set the G buffer bits that indicate unlit
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OutWorldNormal = 0;
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#endif
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}
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float ClipRef;
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void GammaMaskedMain(
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in float2 TextureCoordinate : TEXCOORD0,
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in float4 Color : TEXCOORD1,
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in float4 HitProxyId : TEXCOORD2,
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out float4 OutColor : SV_Target0
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#if ENABLE_EDITOR_COMPOSITING
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,in float4 SvPosition : SV_Position
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#endif
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#if FEATURE_LEVEL >= FEATURE_LEVEL_SM4
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,out float4 OutWorldNormal : SV_Target1
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#endif
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)
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{
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#if ENABLE_EDITOR_COMPOSITING
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PerformEditorCompositingDepthTest(SvPosition);
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#endif
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float4 BaseColor = ColourTexture2DSample(InTexture, InTextureSampler,TextureCoordinate);
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ReplicateChannelSimpleElementShader(BaseColor);
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clip(BaseColor.a - ClipRef);
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OutColor.rgba = BaseColor * Color;
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if( Gamma != 1.0 )
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{
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// Gamma correct the output color.
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OutColor.rgb = pow(saturate(OutColor.rgb),Gamma);
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}
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OutColor = RETURN_COLOR(OutColor);
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#if FEATURE_LEVEL >= FEATURE_LEVEL_SM4
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// Set the G buffer bits that indicate unlit
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OutWorldNormal = 0;
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#endif
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}
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/** the width to smooth the edge the texture */
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float SmoothWidth;
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/** toggles drop shadow rendering */
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bool EnableShadow;
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/** 2d vector specifying the direction of shadow */
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float2 ShadowDirection;
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/** Color of the shadowed pixels */
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float4 ShadowColor;
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/** the width to smooth the edge the shadow of the texture */
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float ShadowSmoothWidth;
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/** toggles glow rendering */
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bool EnableGlow;
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/** base color to use for the glow */
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float4 GlowColor;
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/** outline glow outer radius */
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float2 GlowOuterRadius;
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/** outline glow inner radius */
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float2 GlowInnerRadius;
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/**
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* Distance field rendering of textured tile.
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* Alpha value represents distance to silhouette edge. A value of 0.5 is exactly on the edge.
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*
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* Based on the following paper:
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* http://www.valvesoftware.com/publications/2007/SIGGRAPH2007_AlphaTestedMagnification.pdf
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*/
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void GammaDistanceFieldMain(
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in float2 TextureCoordinate : TEXCOORD0,
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in float4 Color : TEXCOORD1,
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out float4 OutColor : SV_Target0
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)
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{
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float4 BaseTexture = Texture2DSample(InTexture, InTextureSampler,TextureCoordinate);
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ReplicateChannelSimpleElementShader(BaseTexture);
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float BaseDist = BaseTexture.a;
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// smooth range between SmoothWidth texels around edge
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// We want to control font edge smoothness in screen space, but the distance field is stored in texture space.
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// Using ddx scales the smoothstep steepness based on texel-to-pixel scaling.
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float TextureToScreenCompensation = ddx(TextureCoordinate.x);
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float SmoothstepWidth = SmoothWidth * TextureToScreenCompensation;
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float4 BaseColor = float4(Color.rgb, smoothstep(0.5-SmoothstepWidth, 0.5+SmoothstepWidth, BaseDist));
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// @todo-mobile: bool doesn't work on ES2
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#if !(ES2_PROFILE || ES3_1_PROFILE)
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if( EnableShadow )
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{
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// sample texture with shadow direction offset
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float4 ShadowTexture = Texture2DSample(InTexture, InTextureSampler,TextureCoordinate + ShadowDirection);
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ReplicateChannelSimpleElementShader(ShadowTexture);
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float ShadowDist = ShadowTexture.a;
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// smooth range between ShadowSmoothWidth texels around edge
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float4 ShadowResult = ShadowColor * smoothstep(0.5-ShadowSmoothWidth, 0.5+ShadowSmoothWidth, ShadowDist);
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BaseColor = lerp(ShadowResult,BaseColor,BaseColor.a);
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}
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if (EnableGlow)
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{
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// testing glow rendering
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//GlowOuterRadius = float2(0.3,0.45);
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//GlowInnerRadius = float2(0.45,0.5);
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if (BaseDist >= GlowOuterRadius[0] && BaseDist <= GlowInnerRadius[1])
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{
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float OutlineFactor=0.0;
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if (BaseDist <= GlowOuterRadius[1])
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{
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OutlineFactor = smoothstep(GlowOuterRadius[0],GlowOuterRadius[1],BaseDist);
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}
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else
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{
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OutlineFactor = smoothstep(GlowInnerRadius[1],GlowInnerRadius[0],BaseDist);
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}
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BaseColor = lerp(BaseColor,GlowColor,OutlineFactor);
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}
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}
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#endif
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clip(BaseColor.a - ClipRef);
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OutColor = BaseColor;
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OutColor.a *= Color.a;
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if( Gamma != 1.0 )
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{
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// Gamma correct the output color.
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OutColor.rgb = pow(saturate(OutColor.rgb),Gamma);
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}
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OutColor = RETURN_COLOR(OutColor);
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}
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TextureCube CubeTexture;
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SamplerState CubeTextureSampler;
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// .x:MipLevel, .yzw:unused
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float4 PackedProperties0;
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float4x4 ColorWeights;
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// used in the Texture info dialog when looking at a cubemap texture
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void CubemapTextureProperties(
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in float2 TextureCoordinate : TEXCOORD0,
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in float4 InterpolatedColor : TEXCOORD1,
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out float4 OutColor : SV_Target0
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#if FEATURE_LEVEL >= FEATURE_LEVEL_SM4
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,out float4 OutWorldNormal : SV_Target1
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#endif
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)
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{
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float2 Angles = float2(2 * PI * (TextureCoordinate.x + 0.5f), PI * TextureCoordinate.y);
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float s = sin(Angles.y);
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float3 Direction = float3(s * sin(Angles.x), cos(Angles.y), -s * cos(Angles.x));
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float MipLevel = PackedProperties0.x;
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// show specified mip level
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float4 BaseColor = TextureCubeSampleLevel(CubeTexture, CubeTextureSampler, Direction.xzy, MipLevel);
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float4 FinalColor;
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// Seperate the Color weights and use against the Base colour to detrmine the actual colour from our filter
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FinalColor.r = dot(BaseColor, ColorWeights[0]);
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FinalColor.g = dot(BaseColor, ColorWeights[1]);
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FinalColor.b = dot(BaseColor, ColorWeights[2]);
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FinalColor.a = dot(BaseColor, ColorWeights[3]);
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FinalColor *= InterpolatedColor;
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#if HDR_OUTPUT == 1
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FinalColor.rgb =max(float3(0,0,0),FinalColor.rgb);
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#else
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// Gamma correct the output color.
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FinalColor.rgb = pow(saturate(FinalColor.rgb), Gamma);
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#endif
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OutColor = RETURN_COLOR(FinalColor);
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#if FEATURE_LEVEL >= FEATURE_LEVEL_SM4
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// Set the G buffer bits that indicate unlit
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OutWorldNormal = 0;
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#endif
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}
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float3 ExtractLargestComponent(float3 v)
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{
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float3 a = abs(v);
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if(a.x > a.y)
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{
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if(a.x > a.z)
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{
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return float3(v.x > 0 ? 1 : -1, 0, 0);
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}
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}
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else
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{
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if(a.y > a.z)
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{
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return float3(0, v.y > 0 ? 1 : -1, 0);
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}
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}
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return float3(0, 0, v.z > 0 ? 1 : -1);
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}
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// from the IES profile
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float BrightnessInLumens;
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void IESLightProfileMain(
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in float2 TextureCoordinate : TEXCOORD0,
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out float4 OutColor : SV_Target0
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)
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{
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float3 BoxExtent = float3(2, 1.0f, 1);
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float TiltAngle = 0.3f;
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// y is downwards
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// z is pointing into the screen
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float3 EyePos = float3(0, 0.8f, 0.3f);
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float3 EyeDirection = float3(TextureCoordinate.xy * 2 - 1, 1) * 20;
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{
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float s = sin(TiltAngle);
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float c = cos(TiltAngle);
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EyeDirection = float3(EyeDirection.x, EyeDirection.y * c - EyeDirection.z * s, EyeDirection.y * s + EyeDirection.z * c);
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}
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float2 Intersection = LineBoxIntersect(EyePos, EyePos + EyeDirection, -BoxExtent, BoxExtent);
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float3 Position = EyePos + EyeDirection * Intersection.y;
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float3 Normal = ExtractLargestComponent(Position / BoxExtent);
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float3 LightPos = float3(0, -0.25f, 0.85f);
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float LightProfileMultiplier = ComputeLightProfileMultiplier(Position, LightPos, float3(0, -1, 0));
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// Inverse square falloff
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float Attenuation = 0.01f / max( 0.01f, length(Position - LightPos));
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// don't preview brightness in thumbnail, arbitrary scale factor for the test scene
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float3 LinearColor = 100.0f * LightProfileMultiplier * Attenuation * saturate(dot(Normal, normalize(Position - LightPos)));
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// preview with actual brightness (some are too dark, others are too bright), arbitrary scale factor to preview light brightness without eye adaptation
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// LinearColor *= 0.0002f * IESMultiplier;
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// simple tonemapper without toe adjustment
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float3 GammaColor;
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{
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half TonemapperRange = 20;
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half TonemapperScaleClamped = 1;
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half A = 0.22 / TonemapperScaleClamped;
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half B = (TonemapperRange + A) / TonemapperRange;
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GammaColor = LinearColor / abs(LinearColor + A) * B;
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}
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OutColor = RETURN_COLOR(float4(GammaColor, 0));
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}
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