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- added a simple and fast clear path of the material buffer - light and env light passes now reads AO and isStrataMaterial from the StrataHeader. No longer reads the classification or gbuffer data. - Handle the max BSDF count case from the compiler. Clear est 0.1ms at 1080p SkyEnv pass cost 0.7->0.6ms et occupancy 60->70% #rb Charles.deRousiers [CL 15364191 by Sebastien Hillaire in ue5-main branch]
35 lines
1.3 KiB
C
35 lines
1.3 KiB
C
// Copyright Epic Games, Inc. All Rights Reserved.
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/*================================================================================================
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StrataDefinitions.ush: used in ray tracing shaders and C++ code to define common constants
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!!! Changing this file requires recompilation of the engine !!!
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=================================================================================================*/
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#pragma once
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// Change this to force recompilation of all strata dependent shaders (use https://www.random.org/cgi-bin/randbyte?nbytes=4&format=h)
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#define STRATA_SHADER_VERSION 0xc9624d0e
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#define STRATA_MAX_BSDF_COUNT_PER_LAYER 4
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#define STRATA_MAX_LAYER_COUNT 4
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#define STRATA_MAX_BSDF_COUNT 15
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// It this is changed, STATE_BITS_SHAREDNORMAL also needs to be updated
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#define STRATA_MAX_SHARED_NORMAL_REGISTERS 4
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#define STRATA_PACKED_NORMAL_STRIDE_BYTES 4
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#define STRATA_BSDF_TYPE_SLAB 0
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#define STRATA_BSDF_TYPE_SHEEN 1
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#define STRATA_BSDF_TYPE_VOLUMETRICFOGCLOUD 2
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#define STRATA_BSDF_TYPE_UNLIT 3
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#define STRATA_BSDF_TYPE_HAIR 4
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#define STRATA_BSDF_TYPE_SINGLELAYERWATER 5
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// When more than 8 BSDF must exists, please update STATE_BITS_BSDF and FStrataClassification.ShadingModels packing in Strata.ush
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#define STRATA_DATA_TILE_SIZE 8
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#define STRATA_DATA_TILE_SIZE_DIV_AS_SHIFT 3
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