Files
UnrealEngineUWP/Engine/Shaders/ShadowDepthPixelShader.usf
Martin Mittring fa17bfefa1 Integrate from Orion CL 2699859
removed usage of ComputeWorldWorldPosCamRelative() where possible for better quality and performance, used SvPositionToTranslatedWorld() instead

[CL 2699869 by Martin Mittring in Main branch]
2015-09-21 17:28:42 -04:00

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4.7 KiB
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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
ShadowDepthPixelShader.usf: Pixel shader for writing shadow depth.
=============================================================================*/
// needs to before Common.usf
#define SHADOW_DEPTH_SHADER 1
#include "Common.usf"
#include "Material.usf"
#include "VertexFactory.usf"
#include "ShadowDepthCommon.usf"
#define SECONDARY_OCCLUSION 1
// With this enabled, very large or one-sided objects (e.g. terrain) inject an additional layer of GV cells
// to increase AO contribution. The AO calculation works best with closed geometry and small-medium scale objects
#define LPV_GV_BOOST 1
//@todo-rco: Remove this when reenabling for OpenGL & Metal
#if !COMPILER_GLSL && !COMPILER_METAL
#if REFLECTIVE_SHADOW_MAP
#include "LPVWriteVplCommon.usf"
#if RSM_TRANSMISSION
float2 ReflectiveShadowMapTextureResolution;
row_major float4x4 ProjectionMatrix;
#endif
#endif
#endif
float3 GetMaterialBounceColor(FMaterialPixelParameters MaterialParameters)
{
half3 BaseColor = GetMaterialBaseColor(MaterialParameters);
return BaseColor;
}
void Main(
FShadowDepthVSToPS Inputs,
in float4 SvPosition : SV_Position, // after all interpolators
out float4 OutColor : SV_Target0
#if REFLECTIVE_SHADOW_MAP
,out float4 OutReflectiveShadowMapDiffuse : SV_Target1
#endif
#if PERSPECTIVE_CORRECT_DEPTH
,out float OutDepth : SV_DEPTH
#endif
)
{
#if INTERPOLATE_VF_ATTRIBUTES
FMaterialPixelParameters MaterialParameters = GetMaterialPixelParameters(Inputs.FactoryInterpolants, SvPosition);
#if INTERPOLATE_POSITION
{
float4 ScreenPosition = SvPositionToScreenPosition(SvPosition);
CalcMaterialParametersEx(MaterialParameters, SvPosition, ScreenPosition, 1, SvPositionToTranslatedWorld(SvPosition), SvPosition);
}
#else
CalcMaterialParameters(MaterialParameters, SvPosition, 1);
#endif
// Evaluate the mask for masked materials
GetMaterialClippingShadowDepth(MaterialParameters);
#else
ClipLODTransition(SvPosition.xy);
#endif
#if PERSPECTIVE_CORRECT_DEPTH
float DepthBias = ShadowParams.x;
float InvMaxSubjectDepth = ShadowParams.y;
Inputs.ShadowDepth *= InvMaxSubjectDepth;
Inputs.ShadowDepth += DepthBias;
OutDepth = saturate(Inputs.ShadowDepth);
#endif
OutColor = 0;
#if REFLECTIVE_SHADOW_MAP
OutReflectiveShadowMapDiffuse = 0;
float3 normal = normalize( MaterialParameters.TangentToWorld[2] ); // Smooth normal
float3 flux = GetMaterialBounceColor(MaterialParameters);
//@todo-rco: Remove this when reenabling for OpenGL & Metal
#if !COMPILER_GLSL && !COMPILER_METAL
#if MATERIAL_INJECT_EMISSIVE_INTO_LPV
float3 emissive = GetMaterialEmissive( MaterialParameters );
// Remove directionality from the light in the VPL.
normal = float3 (0.0f, 0.0f, 0.0f);
#endif
#if MATERIAL_INJECT_EMISSIVE_INTO_LPV || MATERIAL_BLOCK_GI
float opacity = GetMaterialOpacity( MaterialParameters );
#endif
#if SECONDARY_OCCLUSION || MATERIAL_INJECT_EMISSIVE_INTO_LPV
// Optimisation: only add to GV/VPL if the fragment is within the grid
float3 grid = WorldToGrid( MaterialParameters.AbsoluteWorldPosition.xyz );
float minGrid = min( grid.x, min(grid.y,grid.z ) );
float maxGrid = max( grid.x, max(grid.y,grid.z ) );
[branch]
if ( minGrid > -0.5f && maxGrid <= 32.5f ) // Account for 0.5 cell offset
{
#if SECONDARY_OCCLUSION && (MATERIALBLENDING_MASKED || MATERIALBLENDING_SOLID) && !MATERIAL_BLOCK_GI
float3 GvInjectPosition = MaterialParameters.AbsoluteWorldPosition - normal * LpvWrite.GeometryVolumeInjectionBias;
#if LPV_GV_BOOST
if ( Primitive.LpvBiasMultiplier < 0.25 )
{
// Add an additional layer of GV cells facing the opposite direction to improve AO contribution
// TODO: add per-primitive AO-boost tickbox instead of hijacking LpvBiasMultiplier like this
// NOTE: The cost of this additional branch is minimal (on AMD at least)
float offset = ( LpvWrite.LpvScale * 3.0f );
AddToGvList( GvInjectPosition - normal * offset, flux, -normal );
}
#endif
AddToGvList( GvInjectPosition, flux, normal );
#endif
#if MATERIAL_INJECT_EMISSIVE_INTO_LPV && !MATERIAL_BLOCK_GI
AddToVplList( MaterialParameters.AbsoluteWorldPosition, emissive * LpvWrite.EmissiveInjectionMultiplier, normal, true );
#endif
}
else
{
OutColor = 0;
OutReflectiveShadowMapDiffuse = 0;
return;
}
#endif
#endif
#if MATERIAL_BLOCK_GI
OutColor = 1.0f;
OutReflectiveShadowMapDiffuse = opacity;
#elif MATERIALBLENDING_TRANSLUCENT || MATERIALBLENDING_ALPHACOMPOSITE
OutColor = 0;
OutReflectiveShadowMapDiffuse = 0;
clip(-1);
#else
// Pass the LPV bias multiplier in the alpha channel of the normal
OutColor = float4(normal * .5 + .5, Primitive.LpvBiasMultiplier / 32.0f );
OutReflectiveShadowMapDiffuse = float4(flux, 0);
#endif
#endif
}