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- // Copyright Epic Games, Inc. All Rights Reserved.
- #pragma once
- #if FEATURE_LEVEL >= FEATURE_LEVEL_SM5
- float SampleDeviceZFromSceneTexturesTempCopy(float2 UV)
- {
- return SceneDepthTexture.SampleLevel(SceneDepthTextureSampler, UV, 0).r;
- }
- #endif
- void EncodeGBufferToMRT(inout FPixelShaderOut Out, FGBufferData GBuffer, float QuantizationBias)
- {
- float4 MrtFloat1 = 0.0f;
- float4 MrtFloat2 = 0.0f;
- uint4 MrtUint2 = 0;
- float4 MrtFloat3 = 0.0f;
- float4 MrtFloat4 = 0.0f;
- float4 MrtFloat5 = 0.0f;
- float3 WorldNormal_Compressed = EncodeNormalHelper(GBuffer.WorldNormal, 0.0f);
- MrtFloat1.x = WorldNormal_Compressed.x;
- MrtFloat1.y = WorldNormal_Compressed.y;
- MrtFloat1.z = WorldNormal_Compressed.z;
- MrtFloat1.w = GBuffer.PerObjectGBufferData.x;
- MrtFloat2.x = GBuffer.Metallic.x;
- MrtFloat2.y = GBuffer.Specular.x;
- MrtFloat2.z = GBuffer.Roughness.x;
- MrtUint2.w |= ((((GBuffer.ShadingModelID.x) >> 0) & 0x0f) << 0);
- MrtUint2.w |= ((((GBuffer.SelectiveOutputMask.x) >> 0) & 0x0f) << 4);
- MrtFloat3.x = GBuffer.BaseColor.x;
- MrtFloat3.y = GBuffer.BaseColor.y;
- MrtFloat3.z = GBuffer.BaseColor.z;
- MrtFloat3.w = GBuffer.GenericAO.x;
- MrtFloat5.x = GBuffer.PrecomputedShadowFactors.x;
- MrtFloat5.y = GBuffer.PrecomputedShadowFactors.y;
- MrtFloat5.z = GBuffer.PrecomputedShadowFactors.z;
- MrtFloat5.w = GBuffer.PrecomputedShadowFactors.w;
- MrtFloat4.x = GBuffer.CustomData.x;
- MrtFloat4.y = GBuffer.CustomData.y;
- MrtFloat4.z = GBuffer.CustomData.z;
- MrtFloat4.w = GBuffer.CustomData.w;
- Out.MRT[1] = MrtFloat1;
- Out.MRT[2] = float4(MrtFloat2.x, MrtFloat2.y, MrtFloat2.z, (float(MrtUint2.w) + .5f) / 255.0f);
- Out.MRT[3] = MrtFloat3;
- Out.MRT[4] = MrtFloat4;
- Out.MRT[5] = MrtFloat5;
- Out.MRT[6] = float4(0.0f, 0.0f, 0.0f, 0.0f);
- Out.MRT[7] = float4(0.0f, 0.0f, 0.0f, 0.0f);
- }
- FGBufferData DecodeGBufferDataDirect(float4 InMRT1,
- float4 InMRT2,
- float4 InMRT3,
- float4 InMRT4,
- float4 InMRT5,
-
- float CustomNativeDepth,
- float4 AnisotropicData,
- uint CustomStencil,
- float SceneDepth,
- bool bGetNormalizedNormal,
- bool bChecker)
- {
- FGBufferData Ret = (FGBufferData)0;
- float3 WorldNormal_Compressed = 0.0f;
- WorldNormal_Compressed.x = InMRT1.x;
- WorldNormal_Compressed.y = InMRT1.y;
- WorldNormal_Compressed.z = InMRT1.z;
- Ret.PerObjectGBufferData.x = InMRT1.w;
- Ret.Metallic.x = InMRT2.x;
- Ret.Specular.x = InMRT2.y;
- Ret.Roughness.x = InMRT2.z;
- Ret.ShadingModelID.x = (((uint((float(InMRT2.w) * 255.0f) + .5f) >> 0) & 0x0f) << 0);
- Ret.SelectiveOutputMask.x = (((uint((float(InMRT2.w) * 255.0f) + .5f) >> 4) & 0x0f) << 0);
- Ret.BaseColor.x = InMRT3.x;
- Ret.BaseColor.y = InMRT3.y;
- Ret.BaseColor.z = InMRT3.z;
- Ret.GenericAO.x = InMRT3.w;
- Ret.PrecomputedShadowFactors.x = InMRT5.x;
- Ret.PrecomputedShadowFactors.y = InMRT5.y;
- Ret.PrecomputedShadowFactors.z = InMRT5.z;
- Ret.PrecomputedShadowFactors.w = InMRT5.w;
- Ret.CustomData.x = InMRT4.x;
- Ret.CustomData.y = InMRT4.y;
- Ret.CustomData.z = InMRT4.z;
- Ret.CustomData.w = InMRT4.w;
-
- Ret.WorldNormal = DecodeNormalHelper(WorldNormal_Compressed);
- Ret.WorldTangent = AnisotropicData.xyz;
- Ret.Anisotropy = AnisotropicData.w;
- GBufferPostDecode(Ret,bChecker,bGetNormalizedNormal);
- Ret.CustomDepth = ConvertFromDeviceZ(CustomNativeDepth);
- Ret.CustomStencil = CustomStencil;
- Ret.Depth = SceneDepth;
-
- return Ret;
- }
- #if FEATURE_LEVEL >= FEATURE_LEVEL_SM5
- // @param PixelPos relative to left top of the rendertarget (not viewport)
- FGBufferData DecodeGBufferDataUV(float2 UV, bool bGetNormalizedNormal = true)
- {
- float CustomNativeDepth = Texture2DSampleLevel(SceneTexturesStruct.CustomDepthTexture, SceneTexturesStruct_CustomDepthTextureSampler, UV, 0).r;
- uint CustomStencil = 0;
- float SceneDepth = CalcSceneDepth(UV);
- float4 AnisotropicData = Texture2DSampleLevel(SceneTexturesStruct.GBufferFTexture, SceneTexturesStruct_GBufferFTextureSampler, UV, 0).xyzw;
- float4 InMRT1 = Texture2DSampleLevel(SceneTexturesStruct.GBufferATexture, SceneTexturesStruct_GBufferATextureSampler, UV, 0).xyzw;
- float4 InMRT2 = Texture2DSampleLevel(SceneTexturesStruct.GBufferBTexture, SceneTexturesStruct_GBufferBTextureSampler, UV, 0).xyzw;
- float4 InMRT3 = Texture2DSampleLevel(SceneTexturesStruct.GBufferCTexture, SceneTexturesStruct_GBufferCTextureSampler, UV, 0).xyzw;
- float4 InMRT4 = Texture2DSampleLevel(SceneTexturesStruct.GBufferDTexture, SceneTexturesStruct_GBufferDTextureSampler, UV, 0).xyzw;
- float4 InMRT5 = Texture2DSampleLevel(SceneTexturesStruct.GBufferETexture, SceneTexturesStruct_GBufferETextureSampler, UV, 0).xyzw;
- FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
- InMRT2,
- InMRT3,
- InMRT4,
- InMRT5,
-
- CustomNativeDepth,
- AnisotropicData,
- CustomStencil,
- SceneDepth,
- bGetNormalizedNormal,
- CheckerFromSceneColorUV(UV));
- return Ret;
- }
- // @param PixelPos relative to left top of the rendertarget (not viewport)
- FGBufferData DecodeGBufferDataUint(uint2 PixelPos, bool bGetNormalizedNormal = true)
- {
- float CustomNativeDepth = SceneTexturesStruct.CustomDepthTexture.Load(int3(PixelPos, 0)).r;
- uint CustomStencil = SceneTexturesStruct.CustomStencilTexture.Load(int3(PixelPos, 0)) STENCIL_COMPONENT_SWIZZLE;
- float SceneDepth = CalcSceneDepth(PixelPos);
- float4 AnisotropicData = SceneTexturesStruct.GBufferFTexture.Load(int3(PixelPos, 0)).xyzw;
- float4 InMRT1 = SceneTexturesStruct.GBufferATexture.Load(int3(PixelPos, 0)).xyzw;
- float4 InMRT2 = SceneTexturesStruct.GBufferBTexture.Load(int3(PixelPos, 0)).xyzw;
- float4 InMRT3 = SceneTexturesStruct.GBufferCTexture.Load(int3(PixelPos, 0)).xyzw;
- float4 InMRT4 = SceneTexturesStruct.GBufferDTexture.Load(int3(PixelPos, 0)).xyzw;
- float4 InMRT5 = SceneTexturesStruct.GBufferETexture.Load(int3(PixelPos, 0)).xyzw;
- FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
- InMRT2,
- InMRT3,
- InMRT4,
- InMRT5,
-
- CustomNativeDepth,
- AnisotropicData,
- CustomStencil,
- SceneDepth,
- bGetNormalizedNormal,
- CheckerFromPixelPos(PixelPos));
- return Ret;
- }
- // @param PixelPos relative to left top of the rendertarget (not viewport)
- FGBufferData DecodeGBufferDataSceneTextures(float2 UV, bool bGetNormalizedNormal = true)
- {
- uint CustomStencil = 0;
- float CustomNativeDepth = 0;
- float DeviceZ = SampleDeviceZFromSceneTexturesTempCopy(UV);
- float SceneDepth = ConvertFromDeviceZ(DeviceZ);
- float4 AnisotropicData = GBufferFTexture.SampleLevel(GBufferFTextureSampler, UV, 0).xyzw;
- float4 InMRT1 = GBufferATexture.SampleLevel(GBufferATextureSampler, UV, 0).xyzw;
- float4 InMRT2 = GBufferBTexture.SampleLevel(GBufferBTextureSampler, UV, 0).xyzw;
- float4 InMRT3 = GBufferCTexture.SampleLevel(GBufferCTextureSampler, UV, 0).xyzw;
- float4 InMRT4 = GBufferDTexture.SampleLevel(GBufferDTextureSampler, UV, 0).xyzw;
- float4 InMRT5 = GBufferETexture.SampleLevel(GBufferETextureSampler, UV, 0).xyzw;
- FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
- InMRT2,
- InMRT3,
- InMRT4,
- InMRT5,
-
- CustomNativeDepth,
- AnisotropicData,
- CustomStencil,
- SceneDepth,
- bGetNormalizedNormal,
- CheckerFromSceneColorUV(UV));
- return Ret;
- }
- // @param PixelPos relative to left top of the rendertarget (not viewport)
- FGBufferData DecodeGBufferDataSceneTexturesLoad(uint2 PixelCoord, bool bGetNormalizedNormal = true)
- {
- uint CustomStencil = 0;
- float CustomNativeDepth = 0;
- float DeviceZ = SceneDepthTexture.Load(int3(PixelCoord, 0)).r;
- float SceneDepth = ConvertFromDeviceZ(DeviceZ);
- float4 AnisotropicData = GBufferFTexture.Load(int3(PixelCoord, 0)).xyzw;
- float4 InMRT1 = GBufferATexture.Load(int3(PixelCoord, 0)).xyzw;
- float4 InMRT2 = GBufferBTexture.Load(int3(PixelCoord, 0)).xyzw;
- float4 InMRT3 = GBufferCTexture.Load(int3(PixelCoord, 0)).xyzw;
- float4 InMRT4 = GBufferDTexture.Load(int3(PixelCoord, 0)).xyzw;
- float4 InMRT5 = GBufferETexture.Load(int3(PixelCoord, 0)).xyzw;
- FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
- InMRT2,
- InMRT3,
- InMRT4,
- InMRT5,
-
- CustomNativeDepth,
- AnisotropicData,
- CustomStencil,
- SceneDepth,
- bGetNormalizedNormal,
- CheckerFromPixelPos(PixelCoord));
- return Ret;
- }
- #endif
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