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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
#ifndef GBUFFER_LAYOUT
#define GBUFFER_LAYOUT 0
#endif
#if GBUFFER_LAYOUT == 0
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) / 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;
int2 IntUV = (int2)trunc(UV * View.BufferSizeAndInvSize.xy * View.BufferToSceneTextureScale.xy);
uint CustomStencil = SceneTexturesStruct.CustomStencilTexture.Load(int3(IntUV, 0)) STENCIL_COMPONENT_SWIZZLE;
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
#endif
#if GBUFFER_LAYOUT == 1
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;
float4 MrtFloat6 = 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;
MrtFloat4.x = GBuffer.Velocity.x;
MrtFloat4.y = GBuffer.Velocity.y;
MrtFloat4.z = GBuffer.Velocity.z;
MrtFloat4.w = GBuffer.Velocity.w;
MrtFloat6.x = GBuffer.PrecomputedShadowFactors.x;
MrtFloat6.y = GBuffer.PrecomputedShadowFactors.y;
MrtFloat6.z = GBuffer.PrecomputedShadowFactors.z;
MrtFloat6.w = GBuffer.PrecomputedShadowFactors.w;
MrtFloat5.x = GBuffer.CustomData.x;
MrtFloat5.y = GBuffer.CustomData.y;
MrtFloat5.z = GBuffer.CustomData.z;
MrtFloat5.w = GBuffer.CustomData.w;
Out.MRT[1] = MrtFloat1;
Out.MRT[2] = float4(MrtFloat2.x, MrtFloat2.y, MrtFloat2.z, float(MrtUint2.w) / 255.0f);
Out.MRT[3] = MrtFloat3;
Out.MRT[4] = MrtFloat4;
Out.MRT[5] = MrtFloat5;
Out.MRT[6] = MrtFloat6;
Out.MRT[7] = float4(0.0f, 0.0f, 0.0f, 0.0f);
}
FGBufferData DecodeGBufferDataDirect(float4 InMRT1,
float4 InMRT2,
float4 InMRT3,
float4 InMRT4,
float4 InMRT5,
float4 InMRT6,
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.Velocity.x = InMRT4.x;
Ret.Velocity.y = InMRT4.y;
Ret.Velocity.z = InMRT4.z;
Ret.Velocity.w = InMRT4.w;
Ret.PrecomputedShadowFactors.x = InMRT6.x;
Ret.PrecomputedShadowFactors.y = InMRT6.y;
Ret.PrecomputedShadowFactors.z = InMRT6.z;
Ret.PrecomputedShadowFactors.w = InMRT6.w;
Ret.CustomData.x = InMRT5.x;
Ret.CustomData.y = InMRT5.y;
Ret.CustomData.z = InMRT5.z;
Ret.CustomData.w = InMRT5.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;
int2 IntUV = (int2)trunc(UV * View.BufferSizeAndInvSize.xy * View.BufferToSceneTextureScale.xy);
uint CustomStencil = SceneTexturesStruct.CustomStencilTexture.Load(int3(IntUV, 0)) STENCIL_COMPONENT_SWIZZLE;
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.GBufferVelocityTexture, SceneTexturesStruct_GBufferVelocityTextureSampler, UV, 0).xyzw;
float4 InMRT5 = Texture2DSampleLevel(SceneTexturesStruct.GBufferDTexture, SceneTexturesStruct_GBufferDTextureSampler, UV, 0).xyzw;
float4 InMRT6 = Texture2DSampleLevel(SceneTexturesStruct.GBufferETexture, SceneTexturesStruct_GBufferETextureSampler, UV, 0).xyzw;
FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
InMRT2,
InMRT3,
InMRT4,
InMRT5,
InMRT6,
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.GBufferVelocityTexture.Load(int3(PixelPos, 0)).xyzw;
float4 InMRT5 = SceneTexturesStruct.GBufferDTexture.Load(int3(PixelPos, 0)).xyzw;
float4 InMRT6 = SceneTexturesStruct.GBufferETexture.Load(int3(PixelPos, 0)).xyzw;
FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
InMRT2,
InMRT3,
InMRT4,
InMRT5,
InMRT6,
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 = GBufferVelocityTexture.SampleLevel(GBufferVelocityTextureSampler, UV, 0).xyzw;
float4 InMRT5 = GBufferDTexture.SampleLevel(GBufferDTextureSampler, UV, 0).xyzw;
float4 InMRT6 = GBufferETexture.SampleLevel(GBufferETextureSampler, UV, 0).xyzw;
FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
InMRT2,
InMRT3,
InMRT4,
InMRT5,
InMRT6,
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 = GBufferVelocityTexture.Load(int3(PixelCoord, 0)).xyzw;
float4 InMRT5 = GBufferDTexture.Load(int3(PixelCoord, 0)).xyzw;
float4 InMRT6 = GBufferETexture.Load(int3(PixelCoord, 0)).xyzw;
FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
InMRT2,
InMRT3,
InMRT4,
InMRT5,
InMRT6,
CustomNativeDepth,
AnisotropicData,
CustomStencil,
SceneDepth,
bGetNormalizedNormal,
CheckerFromPixelPos(PixelCoord));
return Ret;
}
#endif
#endif