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202c92ba47
Use the path tracer's skydome implementation for RT skylight, replacing the previous cubemap based implementation. The caching of the skydome texure and pdf is now done in a central location, which allows RT skylight, RT GI and the path tracer to share the same map. For static cases (captured sky or explicit cubemap) this work is only done once and re-used. For realtime capture cases (sky/atmosphere system), this work can happen each time the sky is updated (previously this case did not support RT skylight at all). #rb Patrick.Kelly [CL 16115098 by chris kulla in ue5-main branch]
21 lines
724 B
C++
21 lines
724 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "ShaderParameterMacros.h"
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// this struct holds skylight parameters
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BEGIN_SHADER_PARAMETER_STRUCT(FPathTracingSkylight, )
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SHADER_PARAMETER_RDG_TEXTURE(Texture2D, SkylightTexture)
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SHADER_PARAMETER_RDG_TEXTURE(Texture2D, SkylightPdf)
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SHADER_PARAMETER_SAMPLER(SamplerState, SkylightTextureSampler)
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SHADER_PARAMETER(float, SkylightInvResolution)
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SHADER_PARAMETER(int32, SkylightMipCount)
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END_SHADER_PARAMETER_STRUCT()
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class FRDGBuilder;
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class FScene;
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class FViewInfo;
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bool PrepareSkyTexture(FRDGBuilder& GraphBuilder, FScene* Scene, const FViewInfo& View, bool SkylightEnabled, bool UseMISCompensation, FPathTracingSkylight* SkylightParameters);
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