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https://github.com/izzy2lost/UnrealEngineUWP.git
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117 lines
3.4 KiB
Plaintext
117 lines
3.4 KiB
Plaintext
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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ShadowDepthPixelShader.usf: Pixel shader for writing shadow depth.
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=============================================================================*/
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#include "Common.usf"
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#include "Material.usf"
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#include "VertexFactory.usf"
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#include "ShadowDepthCommon.usf"
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#define SECONDARY_OCCLUSION 1
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//@todo-rco: Remove this when reenabling for OpenGL
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#if !COMPILER_GLSL
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#if REFLECTIVE_SHADOW_MAP
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#include "LPVWriteVplCommon.usf"
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#if RSM_TRANSMISSION
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float TransmissionStrength;
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float2 ReflectiveShadowMapTextureResolution;
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row_major float4x4 ProjectionMatrix;
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#endif
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#endif
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#endif
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float3 GetMaterialBounceColor(FMaterialPixelParameters MaterialParameters)
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{
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half3 BaseColor = GetMaterialBaseColor(MaterialParameters);
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return BaseColor;
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}
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void Main(
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FShadowDepthVSToPS Inputs,
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out float4 OutColor : SV_Target0
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#if REFLECTIVE_SHADOW_MAP
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,out float4 OutReflectiveShadowMapDiffuse : SV_Target1
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,bool IsFrontFace : SV_IsFrontFace
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#endif
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#if PERSPECTIVE_CORRECT_DEPTH
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,out float OutDepth : SV_DEPTH
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#endif
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)
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{
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#if INTERPOLATE_VF_ATTRIBUTES
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FMaterialPixelParameters MaterialParameters = GetMaterialPixelParameters(Inputs.FactoryInterpolants, float4(0,0,.00001f,1));
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#if INTERPOLATE_POSITION
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CalcMaterialParameters(MaterialParameters, 1, Inputs.PixelPosition);
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#else
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// Note: Using default values for PixelPosition to reduce interpolator cost
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CalcMaterialParameters(MaterialParameters, 1, float4(0,0,.00001f,1));
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#endif
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// Evaluate the mask for masked materials
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GetMaterialClippingShadowDepth(MaterialParameters);
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#endif
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#if PERSPECTIVE_CORRECT_DEPTH
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float DepthBias = ShadowParams.x;
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float InvMaxSubjectDepth = ShadowParams.y;
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Inputs.ShadowDepth *= InvMaxSubjectDepth;
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Inputs.ShadowDepth += DepthBias;
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OutDepth = saturate(Inputs.ShadowDepth);
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#endif
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OutColor = 0;
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#if REFLECTIVE_SHADOW_MAP
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OutReflectiveShadowMapDiffuse = 0;
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float3 normal = normalize( MaterialParameters.TangentToWorld[2] ); // Smooth normal
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float3 flux = GetMaterialBounceColor(MaterialParameters);
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//@todo-rco: Remove this when reenabling for OpenGL
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#if !COMPILER_GLSL
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#if MATERIAL_INJECT_EMISSIVE_INTO_LPV
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float3 emissive = GetMaterialEmissive( MaterialParameters );
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#endif
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#if SECONDARY_OCCLUSION || MATERIAL_INJECT_EMISSIVE_INTO_LPV
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// Optimisation: only add to GV/VPL if the fragment is within the grid
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float3 grid = WorldToGrid( MaterialParameters.WorldPosition.xyz );
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float minGrid = min( grid.x, min(grid.y,grid.z ) );
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float maxGrid = max( grid.x, max(grid.y,grid.z ) );
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[branch]
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if ( minGrid >= 0.0f && maxGrid <= 32.0f )
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{
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#if SECONDARY_OCCLUSION && !( MATERIALBLENDING_TRANSLUCENT || MATERIALBLENDING_ALPHACOMPOSITE )
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AddToGvList( MaterialParameters.WorldPosition - normal * LpvWrite.GeometryVolumeInjectionBias, flux, normal );
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#endif
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#if MATERIAL_INJECT_EMISSIVE_INTO_LPV
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AddToVplList( MaterialParameters.WorldPosition, emissive * LpvWrite.EmissiveInjectionMultiplier, normal, true );
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#endif
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}
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#endif
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#endif
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#if MATERIALBLENDING_TRANSLUCENT || MATERIALBLENDING_ALPHACOMPOSITE
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OutColor = 0;
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OutReflectiveShadowMapDiffuse = 0;
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clip(-1);
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#else
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// Pass the LPV bias multiplier in the alpha channel of the normal
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OutColor = float4(normal * .5 + .5, Primitive.LpvBiasMultiplier / 32.0f );
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OutReflectiveShadowMapDiffuse = float4(flux, 0);
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#endif
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#endif
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}
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