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#rb none #rnx #ROBOMERGE-OWNER: ryan.vance #ROBOMERGE-AUTHOR: kevin.ortegren #ROBOMERGE-SOURCE: CL 6339782 via CL 6339886 via CL 6339898 #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 6352199 by kevin ortegren in Dev-VR branch]
586 lines
19 KiB
C++
586 lines
19 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "MaterialShared.h"
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#include "MaterialCompiler.h"
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#include "Materials/MaterialParameterCollection.h"
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#include "Engine/TextureLODSettings.h"
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#include "Engine/Texture2D.h"
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#include "Engine/Texture.h"
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#include "Engine/TextureCube.h"
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#include "DeviceProfiles/DeviceProfileManager.h"
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#include "DeviceProfiles/DeviceProfile.h"
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#include "Materials/MaterialInterface.h"
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#include "SceneTypes.h"
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#include "Materials/Material.h"
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struct FExportMaterialCompiler : public FProxyMaterialCompiler
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{
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FExportMaterialCompiler(FMaterialCompiler* InCompiler) :
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FProxyMaterialCompiler(InCompiler)
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{}
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// gets value stored by SetMaterialProperty()
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virtual EShaderFrequency GetCurrentShaderFrequency() const override
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{
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return SF_Pixel;
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}
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virtual FMaterialShadingModelField GetMaterialShadingModels() const override
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{
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return MSM_MAX;
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}
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virtual int32 WorldPosition(EWorldPositionIncludedOffsets WorldPositionIncludedOffsets) override
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{
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#if WITH_EDITOR
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return Compiler->MaterialBakingWorldPosition();
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#else
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return Compiler->WorldPosition(WorldPositionIncludedOffsets);
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#endif
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}
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virtual int32 ObjectWorldPosition() override
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{
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return Compiler->ObjectWorldPosition();
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}
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virtual int32 DistanceCullFade() override
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{
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return Compiler->Constant(1.0f);
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}
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virtual int32 ActorWorldPosition() override
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{
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return Compiler->ActorWorldPosition();
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}
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virtual int32 ParticleRelativeTime() override
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{
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return Compiler->Constant(0.0f);
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}
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virtual int32 ParticleMotionBlurFade() override
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{
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return Compiler->Constant(1.0f);
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}
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virtual int32 PixelNormalWS() override
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{
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// Current returning vertex normal since pixel normal will contain incorrect data (normal calculated from uv data used as vertex positions to render out the material)
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return Compiler->VertexNormal();
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}
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virtual int32 ParticleRandom() override
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{
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return Compiler->Constant(0.0f);
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}
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virtual int32 ParticleDirection() override
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{
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return Compiler->Constant3(0.0f, 0.0f, 0.0f);
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}
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virtual int32 ParticleSpeed() override
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{
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return Compiler->Constant(0.0f);
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}
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virtual int32 ParticleSize() override
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{
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return Compiler->Constant2(0.0f, 0.0f);
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}
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virtual int32 ObjectRadius() override
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{
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return Compiler->Constant(500);
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}
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virtual int32 ObjectBounds() override
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{
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return Compiler->ObjectBounds();
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}
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virtual int32 PreSkinnedLocalBounds() override
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{
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return Compiler->PreSkinnedLocalBounds();
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}
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virtual int32 CameraVector() override
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{
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return Compiler->Constant3(0.0f, 0.0f, 1.0f);
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}
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virtual int32 ReflectionAboutCustomWorldNormal(int32 CustomWorldNormal, int32 bNormalizeCustomWorldNormal) override
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{
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return Compiler->ReflectionAboutCustomWorldNormal(CustomWorldNormal, bNormalizeCustomWorldNormal);
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}
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virtual int32 VertexColor() override
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{
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return Compiler->VertexColor();
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}
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virtual int32 PreSkinnedPosition() override
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{
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return Compiler->PreSkinnedPosition();
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}
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virtual int32 PreSkinnedNormal() override
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{
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return Compiler->PreSkinnedNormal();
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}
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virtual int32 VertexInterpolator(uint32 InterpolatorIndex) override
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{
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return Compiler->VertexInterpolator(InterpolatorIndex);
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}
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virtual int32 LightVector() override
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{
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return Compiler->LightVector();
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}
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virtual int32 ReflectionVector() override
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{
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return Compiler->ReflectionVector();
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}
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virtual int32 AtmosphericFogColor(int32 WorldPosition) override
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{
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return INDEX_NONE;
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}
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virtual int32 PrecomputedAOMask() override
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{
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return Compiler->PrecomputedAOMask();
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}
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#if WITH_EDITOR
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virtual int32 MaterialBakingWorldPosition() override
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{
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return Compiler->MaterialBakingWorldPosition();
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}
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#endif
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virtual int32 AccessCollectionParameter(UMaterialParameterCollection* ParameterCollection, int32 ParameterIndex, int32 ComponentIndex) override
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{
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if (!ParameterCollection || ParameterIndex == -1)
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{
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return INDEX_NONE;
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}
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// Collect names of all parameters
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TArray<FName> ParameterNames;
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ParameterCollection->GetParameterNames(ParameterNames, /*bVectorParameters=*/ false);
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int32 NumScalarParameters = ParameterNames.Num();
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ParameterCollection->GetParameterNames(ParameterNames, /*bVectorParameters=*/ true);
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// Find a parameter corresponding to ParameterIndex/ComponentIndex pair
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int32 Index;
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for (Index = 0; Index < ParameterNames.Num(); Index++)
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{
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FGuid ParameterId = ParameterCollection->GetParameterId(ParameterNames[Index]);
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int32 CheckParameterIndex, CheckComponentIndex;
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ParameterCollection->GetParameterIndex(ParameterId, CheckParameterIndex, CheckComponentIndex);
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if (CheckParameterIndex == ParameterIndex && CheckComponentIndex == ComponentIndex)
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{
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// Found
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break;
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}
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}
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if (Index >= ParameterNames.Num())
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{
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// Not found, should not happen
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return INDEX_NONE;
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}
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// Create code for parameter
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if (Index < NumScalarParameters)
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{
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const FCollectionScalarParameter* ScalarParameter = ParameterCollection->GetScalarParameterByName(ParameterNames[Index]);
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check(ScalarParameter);
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return Constant(ScalarParameter->DefaultValue);
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}
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else
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{
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const FCollectionVectorParameter* VectorParameter = ParameterCollection->GetVectorParameterByName(ParameterNames[Index]);
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check(VectorParameter);
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const FLinearColor& Color = VectorParameter->DefaultValue;
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return Constant4(Color.R, Color.G, Color.B, Color.A);
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}
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}
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virtual int32 LightmassReplace(int32 Realtime, int32 Lightmass) override { return Realtime; }
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virtual int32 MaterialProxyReplace(int32 Realtime, int32 MaterialProxy) override { return MaterialProxy; }
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};
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class FExportMaterialProxy : public FMaterial, public FMaterialRenderProxy
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{
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public:
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FExportMaterialProxy()
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: FMaterial()
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{
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SetQualityLevelProperties(EMaterialQualityLevel::High, false, GMaxRHIFeatureLevel);
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}
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FExportMaterialProxy(UMaterialInterface* InMaterialInterface, EMaterialProperty InPropertyToCompile)
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: FMaterial()
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, MaterialInterface(InMaterialInterface)
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, PropertyToCompile(InPropertyToCompile)
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{
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SetQualityLevelProperties(EMaterialQualityLevel::High, false, GMaxRHIFeatureLevel);
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Material = InMaterialInterface->GetMaterial();
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InMaterialInterface->AppendReferencedTextures(ReferencedTextures);
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FPlatformMisc::CreateGuid(Id);
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const FMaterialResource* Resource = InMaterialInterface->GetMaterialResource(GMaxRHIFeatureLevel);
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FMaterialShaderMapId ResourceId;
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Resource->GetShaderMapId(GMaxRHIShaderPlatform, ResourceId);
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{
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TArray<FShaderType*> ShaderTypes;
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TArray<FVertexFactoryType*> VFTypes;
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TArray<const FShaderPipelineType*> ShaderPipelineTypes;
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GetDependentShaderAndVFTypes(GMaxRHIShaderPlatform, ShaderTypes, ShaderPipelineTypes, VFTypes);
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// Overwrite the shader map Id's dependencies with ones that came from the FMaterial actually being compiled (this)
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// This is necessary as we change FMaterial attributes like GetShadingModels(), which factor into the ShouldCache functions that determine dependent shader types
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ResourceId.SetShaderDependencies(ShaderTypes, ShaderPipelineTypes, VFTypes, GMaxRHIShaderPlatform);
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}
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// Override with a special usage so we won't re-use the shader map used by the material for rendering
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switch (InPropertyToCompile)
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{
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case MP_BaseColor: ResourceId.Usage = EMaterialShaderMapUsage::MaterialExportBaseColor; break;
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case MP_Specular: ResourceId.Usage = EMaterialShaderMapUsage::MaterialExportSpecular; break;
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case MP_Normal: ResourceId.Usage = EMaterialShaderMapUsage::MaterialExportNormal; break;
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case MP_Metallic: ResourceId.Usage = EMaterialShaderMapUsage::MaterialExportMetallic; break;
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case MP_Roughness: ResourceId.Usage = EMaterialShaderMapUsage::MaterialExportRoughness; break;
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case MP_AmbientOcclusion: ResourceId.Usage = EMaterialShaderMapUsage::MaterialExportAO; break;
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case MP_EmissiveColor: ResourceId.Usage = EMaterialShaderMapUsage::MaterialExportEmissive; break;
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case MP_Opacity: ResourceId.Usage = EMaterialShaderMapUsage::MaterialExportOpacity; break;
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case MP_OpacityMask: ResourceId.Usage = EMaterialShaderMapUsage::MaterialExportOpacityMask; break;
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case MP_SubsurfaceColor: ResourceId.Usage = EMaterialShaderMapUsage::MaterialExportSubSurfaceColor; break;
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default:
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ensureMsgf(false, TEXT("ExportMaterial has no usage for property %i. Will likely reuse the normal rendering shader and crash later with a parameter mismatch"), (int32)InPropertyToCompile);
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break;
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};
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CacheShaders(ResourceId, GMaxRHIShaderPlatform, true);
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}
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/** This override is required otherwise the shaders aren't ready for use when the surface is rendered resulting in a blank image */
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virtual bool RequiresSynchronousCompilation() const override { return true; };
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/**
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* Should the shader for this material with the given platform, shader type and vertex
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* factory type combination be compiled
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*
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* @param Platform The platform currently being compiled for
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* @param ShaderType Which shader is being compiled
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* @param VertexFactory Which vertex factory is being compiled (can be NULL)
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*
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* @return true if the shader should be compiled
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*/
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virtual bool ShouldCache(EShaderPlatform Platform, const FShaderType* ShaderType, const FVertexFactoryType* VertexFactoryType) const override
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{
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const bool bCorrectVertexFactory = VertexFactoryType == FindVertexFactoryType(FName(TEXT("FLocalVertexFactory"), FNAME_Find));
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const bool bPCPlatform = !IsConsolePlatform(Platform);
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const bool bCorrectFrequency = ShaderType->GetFrequency() == SF_Vertex || ShaderType->GetFrequency() == SF_Pixel;
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return bCorrectVertexFactory && bPCPlatform && bCorrectFrequency;
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}
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virtual const TArray<UTexture*>& GetReferencedTextures() const override
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{
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return ReferencedTextures;
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}
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////////////////
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// FMaterialRenderProxy interface.
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virtual const FMaterial& GetMaterialWithFallback(ERHIFeatureLevel::Type FeatureLevel, const FMaterialRenderProxy*& OutFallbackMaterialRenderProxy) const override
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{
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if(GetRenderingThreadShaderMap())
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{
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return *this;
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}
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else
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{
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OutFallbackMaterialRenderProxy = UMaterial::GetDefaultMaterial(MD_Surface)->GetRenderProxy();
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return OutFallbackMaterialRenderProxy->GetMaterialWithFallback(FeatureLevel, OutFallbackMaterialRenderProxy);
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}
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}
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virtual bool GetVectorValue(const FMaterialParameterInfo& ParameterInfo, FLinearColor* OutValue, const FMaterialRenderContext& Context) const override
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{
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return MaterialInterface->GetRenderProxy()->GetVectorValue(ParameterInfo, OutValue, Context);
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}
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virtual bool GetScalarValue(const FMaterialParameterInfo& ParameterInfo, float* OutValue, const FMaterialRenderContext& Context) const override
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{
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return MaterialInterface->GetRenderProxy()->GetScalarValue(ParameterInfo, OutValue, Context);
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}
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virtual bool GetTextureValue(const FMaterialParameterInfo& ParameterInfo, const UTexture** OutValue, const FMaterialRenderContext& Context) const override
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{
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return MaterialInterface->GetRenderProxy()->GetTextureValue(ParameterInfo, OutValue, Context);
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}
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// Material properties.
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/** Entry point for compiling a specific material property. This must call SetMaterialProperty. */
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virtual int32 CompilePropertyAndSetMaterialProperty(EMaterialProperty Property, FMaterialCompiler* Compiler, EShaderFrequency OverrideShaderFrequency, bool bUsePreviousFrameTime) const override
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{
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// needs to be called in this function!!
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Compiler->SetMaterialProperty(Property, OverrideShaderFrequency, bUsePreviousFrameTime);
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const int32 Ret = CompilePropertyAndSetMaterialPropertyWithoutCast(Property, Compiler);
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return Compiler->ForceCast(Ret, FMaterialAttributeDefinitionMap::GetValueType(Property));
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}
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/** helper for CompilePropertyAndSetMaterialProperty() */
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int32 CompilePropertyAndSetMaterialPropertyWithoutCast(EMaterialProperty Property, FMaterialCompiler* Compiler) const
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{
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if (Property == MP_EmissiveColor)
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{
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const EBlendMode BlendMode = MaterialInterface->GetBlendMode();
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FExportMaterialCompiler ProxyCompiler(Compiler);
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const uint32 ForceCast_Exact_Replicate = MFCF_ForceCast | MFCF_ExactMatch | MFCF_ReplicateValue;
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switch (PropertyToCompile)
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{
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case MP_EmissiveColor:
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// Emissive is ALWAYS returned...
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return MaterialInterface->CompileProperty(&ProxyCompiler, MP_EmissiveColor, ForceCast_Exact_Replicate);
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case MP_BaseColor:
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return MaterialInterface->CompileProperty(&ProxyCompiler, MP_BaseColor, ForceCast_Exact_Replicate);
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break;
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case MP_Specular:
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case MP_Roughness:
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case MP_Metallic:
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case MP_AmbientOcclusion:
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// Only return for Opaque and Masked...
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if (BlendMode == BLEND_Opaque || BlendMode == BLEND_Masked)
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{
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return MaterialInterface->CompileProperty(&ProxyCompiler, PropertyToCompile, ForceCast_Exact_Replicate);
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}
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break;
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case MP_Opacity:
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case MP_OpacityMask:
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{
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return MaterialInterface->CompileProperty(&ProxyCompiler, PropertyToCompile, ForceCast_Exact_Replicate);
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}
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case MP_Normal:
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// Only return for Opaque and Masked...
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if (BlendMode == BLEND_Opaque || BlendMode == BLEND_Masked)
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{
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return Compiler->Add(
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Compiler->Mul(MaterialInterface->CompileProperty(&ProxyCompiler, MP_Normal, ForceCast_Exact_Replicate), Compiler->Constant(0.5f)), // [-1,1] * 0.5
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Compiler->Constant(0.5f)); // [-0.5,0.5] + 0.5
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}
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break;
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case MP_ShadingModel:
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return MaterialInterface->CompileProperty(&ProxyCompiler, MP_ShadingModel);
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default:
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return Compiler->Constant(1.0f);
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}
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return Compiler->Constant(0.0f);
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}
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else if (Property == MP_WorldPositionOffset)
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{
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//This property MUST return 0 as a default or during the process of rendering textures out for lightmass to use, pixels will be off by 1.
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return Compiler->Constant(0.0f);
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}
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else if (Property >= MP_CustomizedUVs0 && Property <= MP_CustomizedUVs7)
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{
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// Pass through customized UVs
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return MaterialInterface->CompileProperty(Compiler, Property);
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}
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else if (Property == MP_ShadingModel)
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{
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return MaterialInterface->CompileProperty(Compiler, MP_ShadingModel);
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}
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else
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{
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return Compiler->Constant(1.0f);
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}
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}
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virtual FString GetMaterialUsageDescription() const override
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{
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return FString::Printf(TEXT("MaterialBaking_%s"), MaterialInterface ? *MaterialInterface->GetName() : TEXT("NULL"));
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}
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virtual EMaterialDomain GetMaterialDomain() const override
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{
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if (Material)
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{
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return Material->MaterialDomain;
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}
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return MD_Surface;
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}
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virtual bool IsTwoSided() const override
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{
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if (MaterialInterface)
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{
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return MaterialInterface->IsTwoSided();
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}
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return false;
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}
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virtual bool IsDitheredLODTransition() const override
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{
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if (MaterialInterface)
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{
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return MaterialInterface->IsDitheredLODTransition();
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}
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return false;
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}
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virtual bool IsLightFunction() const override
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{
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if (Material)
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{
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return (Material->MaterialDomain == MD_LightFunction);
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}
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return false;
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}
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virtual bool IsDeferredDecal() const override
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{
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return Material && Material->MaterialDomain == MD_DeferredDecal;
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}
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virtual bool IsVolumetricPrimitive() const override
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{
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return Material && Material->MaterialDomain == MD_Volume;
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}
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virtual bool IsSpecialEngineMaterial() const override
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{
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if (Material)
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{
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return (Material->bUsedAsSpecialEngineMaterial == 1);
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}
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return false;
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}
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virtual bool IsWireframe() const override
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{
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if (Material)
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{
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return (Material->Wireframe == 1);
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}
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return false;
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}
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virtual bool IsMasked() const override { return false; }
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virtual enum EBlendMode GetBlendMode() const override { return BLEND_Opaque; }
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virtual FMaterialShadingModelField GetShadingModels() const override { return MSM_DefaultLit; }
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virtual float GetOpacityMaskClipValue() const override { return 0.5f; }
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virtual bool GetCastDynamicShadowAsMasked() const override { return false; }
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virtual FString GetFriendlyName() const override { return FString::Printf(TEXT("FExportMaterialRenderer %s"), MaterialInterface ? *MaterialInterface->GetName() : TEXT("NULL")); }
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/**
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* Should shaders compiled for this material be saved to disk?
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*/
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virtual bool IsPersistent() const override { return true; }
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virtual FGuid GetMaterialId() const override { return Id; }
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virtual UMaterialInterface* GetMaterialInterface() const override
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{
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return MaterialInterface;
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}
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friend FArchive& operator<< (FArchive& Ar, FExportMaterialProxy& V)
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{
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return Ar << V.MaterialInterface;
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}
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/**
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* Iterate through all textures used by the material and return the maximum texture resolution used
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* (ideally this could be made dependent of the material property)
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*
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* @param MaterialInterface The material to scan for texture size
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*
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* @return Size (width and height)
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*/
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FIntPoint FindMaxTextureSize(UMaterialInterface* InMaterialInterface, FIntPoint MinimumSize = FIntPoint(1, 1)) const
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{
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// static lod settings so that we only initialize them once
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const UTextureLODSettings* GameTextureLODSettings = UDeviceProfileManager::Get().GetActiveProfile()->GetTextureLODSettings();
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TArray<UTexture*> MaterialTextures;
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InMaterialInterface->GetUsedTextures(MaterialTextures, EMaterialQualityLevel::Num, false, GMaxRHIFeatureLevel, false);
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// find the largest texture in the list (applying it's LOD bias)
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FIntPoint MaxSize = MinimumSize;
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for (int32 TexIndex = 0; TexIndex < MaterialTextures.Num(); TexIndex++)
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{
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const UTexture* Texture = MaterialTextures[TexIndex];
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if (Texture == NULL)
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{
|
|
continue;
|
|
}
|
|
|
|
// get the max size of the texture
|
|
const FIntPoint LocalSize = [&]()
|
|
{
|
|
if (Texture->IsA(UTexture2D::StaticClass()))
|
|
{
|
|
UTexture2D* Tex2D = (UTexture2D*)Texture;
|
|
return FIntPoint(Tex2D->GetSizeX(), Tex2D->GetSizeY());
|
|
}
|
|
else if (Texture->IsA(UTextureCube::StaticClass()))
|
|
{
|
|
UTextureCube* TexCube = (UTextureCube*)Texture;
|
|
return FIntPoint(TexCube->GetSizeX(), TexCube->GetSizeY());
|
|
}
|
|
|
|
return FIntPoint(0, 0);
|
|
}();
|
|
|
|
// bias the texture size based on LOD group
|
|
const int32 LocalBias = GameTextureLODSettings->CalculateLODBias(Texture);
|
|
MaxSize.X = FMath::Max(LocalSize.X >> LocalBias, MaxSize.X);
|
|
MaxSize.Y = FMath::Max(LocalSize.Y >> LocalBias, MaxSize.Y);
|
|
}
|
|
|
|
return MaxSize;
|
|
}
|
|
|
|
static bool WillFillData(EBlendMode InBlendMode, EMaterialProperty InMaterialProperty)
|
|
{
|
|
if (InMaterialProperty == MP_EmissiveColor)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
switch (InBlendMode)
|
|
{
|
|
case BLEND_Opaque:
|
|
{
|
|
switch (InMaterialProperty)
|
|
{
|
|
case MP_BaseColor: return true;
|
|
case MP_Specular: return true;
|
|
case MP_Normal: return true;
|
|
case MP_Metallic: return true;
|
|
case MP_Roughness: return true;
|
|
case MP_AmbientOcclusion: return true;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
virtual bool IsUsedWithStaticLighting() const override
|
|
{
|
|
return true;
|
|
}
|
|
private:
|
|
/** The material interface for this proxy */
|
|
UMaterialInterface* MaterialInterface;
|
|
UMaterial* Material;
|
|
TArray<UTexture*> ReferencedTextures;
|
|
/** The property to compile for rendering the sample */
|
|
EMaterialProperty PropertyToCompile;
|
|
FGuid Id;
|
|
}; |