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Cleanup sub-pass features usage in mobile shaders #jira none #rb wei.liu #preflight 6357b44736767b3e1e59e0e7 [CL 22748504 by Dmitriy Dyomin in ue5-main branch]
476 lines
19 KiB
C++
476 lines
19 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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DecalRenderingShared.cpp
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=============================================================================*/
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#include "DecalRenderingShared.h"
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#include "StaticBoundShaderState.h"
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#include "Components/DecalComponent.h"
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#include "GlobalShader.h"
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#include "MaterialShaderType.h"
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#include "MaterialShader.h"
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#include "DebugViewModeRendering.h"
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#include "ScenePrivate.h"
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#include "PipelineStateCache.h"
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static TAutoConsoleVariable<float> CVarDecalFadeScreenSizeMultiplier(
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TEXT("r.Decal.FadeScreenSizeMult"),
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1.0f,
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TEXT("Control the per decal fade screen size. Multiplies with the per-decal screen size fade threshold.")
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TEXT(" Smaller means decals fade less aggressively.")
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);
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FTransientDecalRenderData::FTransientDecalRenderData(const FScene& InScene, const FDeferredDecalProxy& InDecalProxy, float InConservativeRadius)
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: Proxy(InDecalProxy)
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, MaterialProxy(InDecalProxy.DecalMaterial->GetRenderProxy())
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, ConservativeRadius(InConservativeRadius)
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, FadeAlpha(1.0f)
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{
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// Build BlendDesc from a potentially incomplete material.
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// If our shader isn't compiled yet then we will potentially render later with a different fallback material.
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FMaterial const& MaterialResource = MaterialProxy->GetIncompleteMaterialWithFallback(InScene.GetFeatureLevel());
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BlendDesc = DecalRendering::ComputeDecalBlendDesc(InScene.GetShaderPlatform(), MaterialResource);
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}
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/**
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* A vertex shader for projecting a deferred decal onto the scene.
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*/
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class FDeferredDecalVS : public FGlobalShader
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{
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DECLARE_GLOBAL_SHADER(FDeferredDecalVS);
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SHADER_USE_PARAMETER_STRUCT(FDeferredDecalVS, FGlobalShader);
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BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
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SHADER_PARAMETER(FMatrix44f, FrustumComponentToClip)
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SHADER_PARAMETER_STRUCT_REF(FPrimitiveUniformShaderParameters, PrimitiveUniformBuffer)
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END_SHADER_PARAMETER_STRUCT()
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};
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IMPLEMENT_GLOBAL_SHADER(FDeferredDecalVS, "/Engine/Private/DeferredDecal.usf", "MainVS" ,SF_Vertex);
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/**
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* A pixel shader for projecting a deferred decal onto the scene.
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*/
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class FDeferredDecalPS : public FMaterialShader
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{
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DECLARE_SHADER_TYPE(FDeferredDecalPS,Material);
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public:
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static bool ShouldCompilePermutation(const FMaterialShaderPermutationParameters& Parameters)
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{
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return (Parameters.MaterialParameters.MaterialDomain == MD_DeferredDecal) &&
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DecalRendering::GetBaseRenderStage(DecalRendering::ComputeDecalBlendDesc(Parameters.Platform, Parameters.MaterialParameters)) != EDecalRenderStage::None;
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}
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static void ModifyCompilationEnvironment(const FMaterialShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
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{
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FMaterialShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
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DecalRendering::ModifyCompilationEnvironment(Parameters.Platform, DecalRendering::ComputeDecalBlendDesc(Parameters.Platform, Parameters.MaterialParameters), EDecalRenderStage::None, OutEnvironment);
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}
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FDeferredDecalPS() {}
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FDeferredDecalPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
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: FMaterialShader(Initializer)
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{
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DecalTilePosition.Bind(Initializer.ParameterMap, TEXT("DecalTilePosition"));
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SvPositionToDecal.Bind(Initializer.ParameterMap,TEXT("SvPositionToDecal"));
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DecalToWorld.Bind(Initializer.ParameterMap,TEXT("DecalToWorld"));
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DecalToWorldInvScale.Bind(Initializer.ParameterMap, TEXT("DecalToWorldInvScale"));
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DecalOrientation.Bind(Initializer.ParameterMap,TEXT("DecalOrientation"));
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DecalParams.Bind(Initializer.ParameterMap, TEXT("DecalParams"));
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}
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void SetParameters(FRHICommandList& RHICmdList, const FViewInfo& View, const FDeferredDecalProxy& DecalProxy, const FMaterialRenderProxy* MaterialProxy, const FMaterial* MaterialResource, const float FadeAlphaValue = 1.0f)
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{
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FRHIPixelShader* ShaderRHI = RHICmdList.GetBoundPixelShader();
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FMaterialShader::SetParameters(RHICmdList, ShaderRHI, MaterialProxy, *MaterialResource, View);
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const FMatrix DecalToWorldMatrix = DecalProxy.ComponentTrans.ToMatrixWithScale();
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const FMatrix WorldToDecalMatrix = DecalProxy.ComponentTrans.ToInverseMatrixWithScale();
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const FLargeWorldRenderPosition AbsoluteOrigin(DecalToWorldMatrix.GetOrigin());
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const FVector3f TilePosition = AbsoluteOrigin.GetTile();
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const FMatrix44f RelativeDecalToWorldMatrix = FLargeWorldRenderScalar::MakeToRelativeWorldMatrix(AbsoluteOrigin.GetTileOffset(), DecalToWorldMatrix);
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const FVector3f OrientationVector = (FVector3f)DecalProxy.ComponentTrans.GetUnitAxis(EAxis::X);
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if (DecalTilePosition.IsBound())
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{
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SetShaderValue(RHICmdList, ShaderRHI, DecalTilePosition, TilePosition);
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}
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if(SvPositionToDecal.IsBound())
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{
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FVector2D InvViewSize = FVector2D(1.0f / View.ViewRect.Width(), 1.0f / View.ViewRect.Height());
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// setup a matrix to transform float4(SvPosition.xyz,1) directly to Decal (quality, performance as we don't need to convert or use interpolator)
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// new_xy = (xy - ViewRectMin.xy) * ViewSizeAndInvSize.zw * float2(2,-2) + float2(-1, 1);
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// transformed into one MAD: new_xy = xy * ViewSizeAndInvSize.zw * float2(2,-2) + (-ViewRectMin.xy) * ViewSizeAndInvSize.zw * float2(2,-2) + float2(-1, 1);
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float Mx = 2.0f * InvViewSize.X;
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float My = -2.0f * InvViewSize.Y;
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float Ax = -1.0f - 2.0f * View.ViewRect.Min.X * InvViewSize.X;
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float Ay = 1.0f + 2.0f * View.ViewRect.Min.Y * InvViewSize.Y;
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// todo: we could use InvTranslatedViewProjectionMatrix and TranslatedWorldToComponent for better quality
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const FMatrix44f SvPositionToDecalValue = FMatrix44f( // LWC_TODO: Precision loss
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FMatrix(
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FPlane(Mx, 0, 0, 0),
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FPlane( 0, My, 0, 0),
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FPlane( 0, 0, 1, 0),
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FPlane(Ax, Ay, 0, 1)
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) * View.ViewMatrices.GetInvViewProjectionMatrix() * WorldToDecalMatrix);
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SetShaderValue(RHICmdList, ShaderRHI, SvPositionToDecal, SvPositionToDecalValue);
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}
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if(DecalToWorld.IsBound())
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{
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SetShaderValue(RHICmdList, ShaderRHI, DecalToWorld, RelativeDecalToWorldMatrix);
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}
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if (DecalToWorldInvScale.IsBound())
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{
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SetShaderValue(RHICmdList, ShaderRHI, DecalToWorldInvScale, RelativeDecalToWorldMatrix.GetScaleVector().Reciprocal());
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}
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if (DecalOrientation.IsBound())
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{
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SetShaderValue(RHICmdList, ShaderRHI, DecalOrientation, OrientationVector);
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}
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float LifetimeAlpha = 1.0f;
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// Certain engine captures (e.g. environment reflection) don't have a tick. Default to fully opaque.
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if (View.Family->Time.GetWorldTimeSeconds())
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{
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LifetimeAlpha = FMath::Clamp(FMath::Min(View.Family->Time.GetWorldTimeSeconds() * -DecalProxy.InvFadeDuration + DecalProxy.FadeStartDelayNormalized, View.Family->Time.GetWorldTimeSeconds() * DecalProxy.InvFadeInDuration + DecalProxy.FadeInStartDelayNormalized), 0.0f, 1.0f);
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}
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SetShaderValue(RHICmdList, ShaderRHI, DecalParams, FVector2f(FadeAlphaValue, LifetimeAlpha));
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}
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private:
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LAYOUT_FIELD(FShaderParameter, SvPositionToDecal);
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LAYOUT_FIELD(FShaderParameter, DecalTilePosition);
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LAYOUT_FIELD(FShaderParameter, DecalToWorld);
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LAYOUT_FIELD(FShaderParameter, DecalToWorldInvScale);
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LAYOUT_FIELD(FShaderParameter, DecalOrientation);
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LAYOUT_FIELD(FShaderParameter, DecalParams);
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};
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IMPLEMENT_MATERIAL_SHADER_TYPE(,FDeferredDecalPS,TEXT("/Engine/Private/DeferredDecal.usf"),TEXT("MainPS"),SF_Pixel);
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class FDeferredDecalEmissivePS : public FDeferredDecalPS
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{
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DECLARE_SHADER_TYPE(FDeferredDecalEmissivePS, Material);
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public:
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static bool ShouldCompilePermutation(const FMaterialShaderPermutationParameters& Parameters)
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{
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return (Parameters.MaterialParameters.MaterialDomain == MD_DeferredDecal) &&
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DecalRendering::IsCompatibleWithRenderStage(DecalRendering::ComputeDecalBlendDesc(Parameters.Platform, Parameters.MaterialParameters), EDecalRenderStage::Emissive);
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}
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static void ModifyCompilationEnvironment(const FMaterialShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
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{
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FMaterialShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
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DecalRendering::ModifyCompilationEnvironment(Parameters.Platform, DecalRendering::ComputeDecalBlendDesc(Parameters.Platform, Parameters.MaterialParameters), EDecalRenderStage::Emissive, OutEnvironment);
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}
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FDeferredDecalEmissivePS() {}
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FDeferredDecalEmissivePS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
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: FDeferredDecalPS(Initializer)
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{}
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};
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IMPLEMENT_MATERIAL_SHADER_TYPE(, FDeferredDecalEmissivePS, TEXT("/Engine/Private/DeferredDecal.usf"), TEXT("MainPS"), SF_Pixel);
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class FDeferredDecalAmbientOcclusionPS : public FDeferredDecalPS
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{
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DECLARE_SHADER_TYPE(FDeferredDecalAmbientOcclusionPS, Material);
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public:
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static bool ShouldCompilePermutation(const FMaterialShaderPermutationParameters& Parameters)
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{
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return (Parameters.MaterialParameters.MaterialDomain == MD_DeferredDecal) &&
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DecalRendering::IsCompatibleWithRenderStage(DecalRendering::ComputeDecalBlendDesc(Parameters.Platform, Parameters.MaterialParameters), EDecalRenderStage::AmbientOcclusion);
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}
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static void ModifyCompilationEnvironment(const FMaterialShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
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{
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FMaterialShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
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DecalRendering::ModifyCompilationEnvironment(Parameters.Platform, DecalRendering::ComputeDecalBlendDesc(Parameters.Platform, Parameters.MaterialParameters), EDecalRenderStage::AmbientOcclusion, OutEnvironment);
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}
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FDeferredDecalAmbientOcclusionPS() {}
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FDeferredDecalAmbientOcclusionPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
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: FDeferredDecalPS(Initializer)
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{}
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};
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IMPLEMENT_MATERIAL_SHADER_TYPE(, FDeferredDecalAmbientOcclusionPS, TEXT("/Engine/Private/DeferredDecal.usf"), TEXT("MainPS"), SF_Pixel);
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namespace DecalRendering
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{
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float GetDecalFadeScreenSizeMultiplier()
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{
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return CVarDecalFadeScreenSizeMultiplier.GetValueOnRenderThread();
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}
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float CalculateDecalFadeAlpha(float DecalFadeScreenSize, const FMatrix& ComponentToWorldMatrix, const FViewInfo& View, float FadeMultiplier)
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{
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check(View.IsPerspectiveProjection());
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float Distance = (View.ViewMatrices.GetViewOrigin() - ComponentToWorldMatrix.GetOrigin()).Size();
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float Radius = ComponentToWorldMatrix.GetMaximumAxisScale();
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float CurrentScreenSize = ((Radius / Distance) * FadeMultiplier);
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// fading coefficient needs to increase with increasing field of view and decrease with increasing resolution
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// FadeCoeffScale is an empirically determined constant to bring us back roughly to fraction of screen size for FadeScreenSize
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const float FadeCoeffScale = 600.0f;
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float FOVFactor = ((2.0f / View.ViewMatrices.GetProjectionMatrix().M[0][0]) / View.ViewRect.Width()) * FadeCoeffScale;
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float FadeCoeff = DecalFadeScreenSize * FOVFactor;
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float FadeRange = FadeCoeff * 0.5f;
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float Alpha = (CurrentScreenSize - FadeCoeff) / FadeRange;
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return FMath::Clamp(Alpha, 0.0f, 1.0f);
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}
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void SortDecalList(FTransientDecalRenderDataList& Decals)
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{
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// Sort by sort order to allow control over composited result
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// Then sort decals by state to reduce render target switches
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// Also sort by component since Sort() is not stable
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struct FCompareFTransientDecalRenderData
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{
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FORCEINLINE bool operator()(const FTransientDecalRenderData& A, const FTransientDecalRenderData& B) const
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{
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if (B.Proxy.SortOrder != A.Proxy.SortOrder)
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{
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return A.Proxy.SortOrder < B.Proxy.SortOrder;
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}
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if (B.BlendDesc.bWriteNormal != A.BlendDesc.bWriteNormal)
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{
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// bWriteNormal here has priority because we want to render decals that output normals before those could read normals.
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// Also this is the only flag that can trigger a change of EDecalRenderTargetMode inside a single EDecalRenderStage, and we batch according to this.
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return B.BlendDesc.bWriteNormal < A.BlendDesc.bWriteNormal; // < so that those outputting normal are first.
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}
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if (B.BlendDesc.Packed != A.BlendDesc.Packed)
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{
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// Sorting by the FDecalBlendDesc contents will reduce blend state changes.
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return (int32)B.BlendDesc.Packed < (int32)A.BlendDesc.Packed;
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}
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if (B.MaterialProxy != A.MaterialProxy)
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{
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// Batch decals with the same material together
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return B.MaterialProxy < A.MaterialProxy;
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}
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return (PTRINT)B.Proxy.Component < (PTRINT)A.Proxy.Component;
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}
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};
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// Sort decals by blend mode to reduce render target switches
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Decals.Sort(FCompareFTransientDecalRenderData());
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}
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bool BuildVisibleDecalList(const FScene& Scene, const FViewInfo& View, EDecalRenderStage DecalRenderStage, FTransientDecalRenderDataList* OutVisibleDecals)
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{
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QUICK_SCOPE_CYCLE_COUNTER(BuildVisibleDecalList);
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if (OutVisibleDecals)
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{
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OutVisibleDecals->Empty(Scene.Decals.Num());
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}
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// Don't draw for shader complexity mode.
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// todo: Handle shader complexity mode for deferred decal.
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if (View.Family->EngineShowFlags.ShaderComplexity)
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{
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return false;
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}
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const float FadeMultiplier = GetDecalFadeScreenSizeMultiplier();
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const EShaderPlatform ShaderPlatform = View.GetShaderPlatform();
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const bool bIsPerspectiveProjection = View.IsPerspectiveProjection();
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// Build a list of decals that need to be rendered for this view in SortedDecals
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for (const FDeferredDecalProxy* DecalProxy : Scene.Decals)
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{
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if (!DecalProxy->DecalMaterial || !DecalProxy->DecalMaterial->IsValidLowLevelFast())
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{
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continue;
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}
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bool bIsShown = true;
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if (!DecalProxy->IsShown(&View))
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{
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bIsShown = false;
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}
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const FMatrix ComponentToWorldMatrix = DecalProxy->ComponentTrans.ToMatrixWithScale();
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// can be optimized as we test against a sphere around the box instead of the box itself
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const float ConservativeRadius = FMath::Sqrt(
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ComponentToWorldMatrix.GetScaledAxis(EAxis::X).SizeSquared() +
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ComponentToWorldMatrix.GetScaledAxis(EAxis::Y).SizeSquared() +
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ComponentToWorldMatrix.GetScaledAxis(EAxis::Z).SizeSquared());
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// can be optimized as the test is too conservative (sphere instead of OBB)
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if(ConservativeRadius < SMALL_NUMBER || !View.ViewFrustum.IntersectSphere(ComponentToWorldMatrix.GetOrigin(), ConservativeRadius))
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{
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bIsShown = false;
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}
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if (bIsShown)
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{
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FTransientDecalRenderData Data(Scene, *DecalProxy, ConservativeRadius);
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if (IsCompatibleWithRenderStage(Data.BlendDesc, DecalRenderStage))
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{
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if (bIsPerspectiveProjection && Data.Proxy.FadeScreenSize != 0.0f)
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{
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Data.FadeAlpha = CalculateDecalFadeAlpha(Data.Proxy.FadeScreenSize, ComponentToWorldMatrix, View, FadeMultiplier);
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}
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const bool bShouldRender = Data.FadeAlpha > 0.0f;
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if (bShouldRender)
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{
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if (!OutVisibleDecals)
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{
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return true;
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}
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OutVisibleDecals->Add(Data);
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}
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}
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}
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}
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if (!OutVisibleDecals)
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{
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return false;
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}
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if (OutVisibleDecals->Num() > 0)
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{
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SortDecalList(*OutVisibleDecals);
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return true;
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}
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return false;
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}
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FMatrix ComputeComponentToClipMatrix(const FViewInfo& View, const FMatrix& DecalComponentToWorld)
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{
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FMatrix ComponentToWorldMatrixTrans = DecalComponentToWorld.ConcatTranslation(View.ViewMatrices.GetPreViewTranslation());
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return ComponentToWorldMatrixTrans * View.ViewMatrices.GetTranslatedViewProjectionMatrix();
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}
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bool TryGetDeferredDecalShaders(
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FMaterial const& Material,
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ERHIFeatureLevel::Type FeatureLevel,
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EDecalRenderStage DecalRenderStage,
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TShaderRef<FDeferredDecalPS>& OutPixelShader)
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{
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FMaterialShaderTypes ShaderTypes;
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if (DecalRenderStage == EDecalRenderStage::Emissive)
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{
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ShaderTypes.AddShaderType<FDeferredDecalEmissivePS>();
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}
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else if (DecalRenderStage == EDecalRenderStage::AmbientOcclusion)
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{
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ShaderTypes.AddShaderType<FDeferredDecalAmbientOcclusionPS>();
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}
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else
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{
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ShaderTypes.AddShaderType<FDeferredDecalPS>();
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}
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FMaterialShaders Shaders;
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if (!Material.TryGetShaders(ShaderTypes, nullptr, Shaders))
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{
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return false;
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}
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Shaders.TryGetPixelShader(OutPixelShader);
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return OutPixelShader.IsValid();
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}
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FMaterialRenderProxy const* TryGetDeferredDecalMaterial(
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FMaterialRenderProxy const* MaterialProxy,
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ERHIFeatureLevel::Type FeatureLevel,
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EDecalRenderStage DecalRenderStage,
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FMaterial const*& OutMaterialResource,
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TShaderRef<FDeferredDecalPS>& OutPixelShader)
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{
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OutMaterialResource = nullptr;
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while (MaterialProxy != nullptr)
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{
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OutMaterialResource = MaterialProxy->GetMaterialNoFallback(FeatureLevel);
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if (OutMaterialResource != nullptr)
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{
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if (TryGetDeferredDecalShaders(*OutMaterialResource, FeatureLevel, DecalRenderStage, OutPixelShader))
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{
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break;
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}
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}
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MaterialProxy = MaterialProxy->GetFallback(FeatureLevel);
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}
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return MaterialProxy;
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}
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void SetShader(FRHICommandList& RHICmdList, FGraphicsPipelineStateInitializer& GraphicsPSOInit, uint32 StencilRef, const FViewInfo& View,
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const FTransientDecalRenderData& DecalData, EDecalRenderStage DecalRenderStage, const FMatrix& FrustumComponentToClip)
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{
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FMaterial const* MaterialResource = nullptr;
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TShaderRef<FDeferredDecalPS> PixelShader;
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FMaterialRenderProxy const* MaterialProxy = TryGetDeferredDecalMaterial(DecalData.MaterialProxy, View.GetFeatureLevel(), DecalRenderStage, MaterialResource, PixelShader);
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TShaderMapRef<FDeferredDecalVS> VertexShader(View.ShaderMap);
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GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = GetVertexDeclarationFVector4();
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GraphicsPSOInit.BoundShaderState.VertexShaderRHI = VertexShader.GetVertexShader();
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GraphicsPSOInit.BoundShaderState.PixelShaderRHI = PixelShader.GetPixelShader();
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GraphicsPSOInit.PrimitiveType = PT_TriangleList;
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SetGraphicsPipelineState(RHICmdList, GraphicsPSOInit, StencilRef);
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// Set vertex shader parameters.
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{
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FDeferredDecalVS::FParameters ShaderParameters;
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ShaderParameters.FrustumComponentToClip = FMatrix44f(FrustumComponentToClip); // LWC_TODO: Precision loss?
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ShaderParameters.PrimitiveUniformBuffer = GIdentityPrimitiveUniformBuffer.GetUniformBufferRef();
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SetShaderParameters(RHICmdList, VertexShader, VertexShader.GetVertexShader(), ShaderParameters);
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}
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// Set pixel shader parameters.
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{
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PixelShader->SetParameters(RHICmdList, View, DecalData.Proxy, MaterialProxy, MaterialResource, DecalData.FadeAlpha);
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auto& PrimitivePS = PixelShader->GetUniformBufferParameter<FPrimitiveUniformShaderParameters>();
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SetUniformBufferParameter(RHICmdList, PixelShader.GetPixelShader(), PrimitivePS, GIdentityPrimitiveUniformBuffer);
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}
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// Set stream source after updating cached strides
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RHICmdList.SetStreamSource(0, GetUnitCubeVertexBuffer(), 0);
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}
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void SetVertexShaderOnly(FRHICommandList& RHICmdList, FGraphicsPipelineStateInitializer& GraphicsPSOInit, const FViewInfo& View, const FMatrix& FrustumComponentToClip)
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{
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TShaderMapRef<FDeferredDecalVS> VertexShader(View.ShaderMap);
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GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = GetVertexDeclarationFVector4();
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GraphicsPSOInit.BoundShaderState.VertexShaderRHI = VertexShader.GetVertexShader();
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GraphicsPSOInit.PrimitiveType = PT_TriangleList;
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SetGraphicsPipelineState(RHICmdList, GraphicsPSOInit, 0);
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|
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// Set vertex shader parameters.
|
|
{
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FDeferredDecalVS::FParameters ShaderParameters;
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ShaderParameters.FrustumComponentToClip = FMatrix44f(FrustumComponentToClip); // LWC_TODO: Precision loss
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ShaderParameters.PrimitiveUniformBuffer = GIdentityPrimitiveUniformBuffer.GetUniformBufferRef();
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SetShaderParameters(RHICmdList, VertexShader, VertexShader.GetVertexShader(), ShaderParameters);
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}
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}
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}
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