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215 lines
6.4 KiB
Plaintext
215 lines
6.4 KiB
Plaintext
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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DeferredDecal.usf: Pixel shader for computing a deferred decal.
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=============================================================================*/
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// DECAL_BLEND_MODE is set by C++ from EDecalBlendMode e.g. DBM_Translucent, DBM_TranslucentColorNormalRoughness, ...
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// DECAL_RENDERTARGET_COUNT is set by C++ e.g. 1: single RT, 2: two MRT, 3: three MRT
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// DECAL_RENDERSTAGE 0:before BasePass, 1: after base pass, before lighting
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#include "Common.usf"
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#if DECAL_PROJECTION
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#include "Material.usf"
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#endif
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#include "DeferredShadingCommon.usf" // GBufferData
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// from screen space position to decal space (for position)
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float4x4 ScreenToDecal;
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// from decal space to world space (for normals)
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float4x4 DecalToWorld;
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// from component to clip space (for decal frustum)
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float4x4 FrustumComponentToClip;
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void StencilDecalMaskMain(
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FScreenVertexOutput Input,
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out float4 OutColor : SV_Target0
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)
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{
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FGBufferData InGBufferData = GetGBufferData(Input.UV);
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// Write 1 to the stencil buffer for pixels that are masked out of receiving decals
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clip(.5f - InGBufferData.DecalMask);
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OutColor = 0;
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}
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// decal vertex shader
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void MainVS(
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in float4 InPosition : ATTRIBUTE0,
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out float4 OutScreenPosition : TEXCOORD0,
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out float4 OutPosition : SV_POSITION
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)
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{
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OutPosition = OutScreenPosition = mul(InPosition, FrustumComponentToClip);
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}
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#if DECAL_PROJECTION
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// decal pixel shader
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void MainPS(
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in float4 ScreenPosition : TEXCOORD0
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#if DECAL_RENDERTARGET_COUNT > 0
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, out float4 OutTarget0 : SV_Target0
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#endif
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#if DECAL_RENDERTARGET_COUNT > 1
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, out float4 OutTarget1 : SV_Target1
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#endif
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#if DECAL_RENDERTARGET_COUNT > 2
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, out float4 OutTarget2 : SV_Target2
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#endif
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#if DECAL_RENDERTARGET_COUNT > 3
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, out float4 OutTarget3 : SV_Target3
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#endif
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#if DECAL_RENDERTARGET_COUNT > 4
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, out float4 OutTarget4 : SV_Target4
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#endif
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)
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{
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half SceneW = PreviousDepth(ScreenPosition);
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float4 DecalVector = mul(float4(ScreenPosition.xy / ScreenPosition.w * SceneW, SceneW, 1), ScreenToDecal);
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DecalVector.xyz /= DecalVector.w;
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// clip content outside the decal
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// not needed if we stencil out the decal but we do that only on large (screen space) ones
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clip(DecalVector.xyz + 1.0f);
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clip(1.0f - DecalVector.xyz);
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float4 HomogeneousWorldPosition = mul(float4(ScreenPosition.xy / ScreenPosition.w * SceneW, SceneW, 1), View.ScreenToWorld);
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float3 WorldPosition = HomogeneousWorldPosition.xyz / HomogeneousWorldPosition.w;
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float3 CameraVector = normalize(View.ViewOrigin.xyz - WorldPosition);
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// can be optimized
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DecalVector = DecalVector * 0.5f + 0.5f;
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// can be optimized
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// Swizzle so that DecalVector.xy are perpendicular to the projection direction and DecalVector.z is distance along the projection direction
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DecalVector.xyz = DecalVector.zyx;
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// By default, map textures using the vectors perpendicular to the projection direction
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float2 DecalUVs = DecalVector.xy;
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FMaterialPixelParameters MaterialParameters = MakeInitializedMaterialPixelParameters();
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#if NUM_MATERIAL_TEXCOORDS
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for(int CoordinateIndex = 0;CoordinateIndex < NUM_MATERIAL_TEXCOORDS;CoordinateIndex++)
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{
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MaterialParameters.TexCoords[CoordinateIndex] = DecalUVs;
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}
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#endif
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MaterialParameters.VertexColor = 1;
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MaterialParameters.CameraVector = CameraVector;
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MaterialParameters.ScreenPosition = ScreenPosition;
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MaterialParameters.LightVector = DecalVector.xyz;
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MaterialParameters.WorldPosition =
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MaterialParameters.WorldPosition_CamRelative =
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MaterialParameters.WorldPosition_NoOffsets =
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MaterialParameters.WorldPosition_NoOffsets_CamRelative = WorldPosition;
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{
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float3 Normal = GetMaterialNormal(MaterialParameters);
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// tangent/decal space to world space
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#if MATERIAL_TANGENTSPACENORMAL
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MaterialParameters.WorldNormal = normalize(mul(float4(-Normal.z, Normal.y, Normal.x, 0), DecalToWorld).xyz);
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#else
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MaterialParameters.WorldNormal = normalize(Normal);
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#endif
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}
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MaterialParameters.ReflectionVector = -MaterialParameters.CameraVector + MaterialParameters.WorldNormal * dot(MaterialParameters.WorldNormal, MaterialParameters.CameraVector) * 2.0;
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// Store the results in local variables and reuse instead of calling the functions multiple times.
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half3 BaseColor = GetMaterialBaseColor( MaterialParameters );
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half Metallic = GetMaterialMetallic( MaterialParameters );
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half Specular = GetMaterialSpecular( MaterialParameters );
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float3 Color = 1;
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#if DECAL_BLEND_MODE == 2
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// -1..1 range to 0..1
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Color = MaterialParameters.WorldNormal * 0.5f + 0.5f;
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#else
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Color = GetMaterialEmissive(MaterialParameters);
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#endif
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float Opacity = GetMaterialOpacity(MaterialParameters);
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#if 0
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// Normal based fade
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float3 FaceNormal = normalize( cross( ddx_fine(WorldPosition), ddy_fine(WorldPosition) ) );
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float3 DecalZ = mul(float4(-1, 0, 0, 0), DecalToWorld).xyz;
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Opacity *= saturate( 2 * dot( FaceNormal, DecalZ ) );
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#endif
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// Z fade
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Opacity *= saturate( 4 - 4 * abs( DecalVector.z * 2 - 1 ) );
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// RETURN_COLOR not needed unless writing to SceneColor
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OutTarget0 = float4(Color, Opacity);
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#if DECAL_RENDERTARGET_COUNT > 1
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// some MRT rendering
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FGBufferData Data;
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Data.WorldNormal = MaterialParameters.WorldNormal;
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Data.BaseColor = BaseColor;
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Data.Metallic = Metallic;
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Data.Specular = Specular;
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Data.Roughness = GetMaterialRoughness(MaterialParameters);
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Data.CustomData = 0;
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Data.IndirectIrradiance = 0;
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Data.PrecomputedShadowFactors = 0;
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Data.GBufferAO = 1;
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Data.Opacity = Opacity;
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Data.ShadingModelID = SHADINGMODELID_DEFAULT_LIT;
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Data.DecalMask = 1;
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Data.HasDistanceFieldRepresentation = 1;
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#if DECAL_RENDERSTAGE == 0
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{
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// before base pass (DBuffer)
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// @param MultiOpacity .x: Color, .y:Normal, .z:Roughness
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float3 MultiOpacity = Data.Opacity;
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EncodeDBufferData(Data, MultiOpacity, OutTarget0, OutTarget1, OutTarget2);
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}
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#elif DECAL_RENDERSTAGE == 1
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{
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// after base pass, before lighting (GBuffer)
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// static lighting isn't updated by decals so we don't need to update that render target
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float4 OutTarget5 = 0;
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EncodeGBuffer(Data, OutTarget1, OutTarget2, OutTarget3, OutTarget4, OutTarget5);
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#if DECAL_BLEND_MODE == 1
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// Stain
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OutTarget3.rgb *= Opacity;
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#endif
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OutTarget0.a = Opacity; // Emissive
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OutTarget1.a = Opacity; // Normal
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OutTarget2.a = Opacity; // Metallic, Specular
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OutTarget3.a = Opacity; // BaseColor
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OutTarget4.a = Opacity; // Subsurface
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}
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#endif // DECAL_RENDERSTAGE
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#endif //DECAL_RENDERTARGET_COUNT > 1
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}
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#endif // DECAL_PROJECTION
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