// Copyright Epic Games, Inc. All Rights Reserved. /*============================================================================= AnisotropyPassShader.usf: Outputs Anisotropy and World Tangent to GBufferF =============================================================================*/ #include "Common.ush" #include "/Engine/Generated/Material.ush" #include "/Engine/Generated/VertexFactory.ush" #include "DeferredShadingCommon.ush" struct FAnisotropyPassVSToPS { INVARIANT_OUTPUT float4 Position : SV_POSITION; FVertexFactoryInterpolantsVSToPS Interps; #if USE_WORLD_POSITION_EXCLUDING_SHADER_OFFSETS float3 PixelPositionExcludingWPO : TEXCOORD7; #endif }; #define FVertexOutput FAnisotropyPassVSToPS #define VertexFactoryGetInterpolants VertexFactoryGetInterpolantsVSToPS /*============================================================================= * Vertex Shader *============================================================================*/ #if VERTEXSHADER void MainVertexShader( FVertexFactoryInput Input, out FVertexOutput Output #if USE_GLOBAL_CLIP_PLANE , out float OutGlobalClipPlaneDistance : SV_ClipDistance #endif , out FStereoVSOutput StereoOutput ) { StereoSetupVF(Input, StereoOutput); FVertexFactoryIntermediates VFIntermediates = GetVertexFactoryIntermediates(Input); float4 WorldPos = VertexFactoryGetWorldPosition(Input, VFIntermediates); float4 WorldPositionExcludingWPO = WorldPos; float3x3 TangentToLocal = VertexFactoryGetTangentToLocal(Input, VFIntermediates); FMaterialVertexParameters VertexParameters = GetMaterialVertexParameters(Input, VFIntermediates, WorldPos.xyz, TangentToLocal); // Isolate instructions used for world position offset // As these cause the optimizer to generate different position calculating instructions in each pass, resulting in self-z-fighting. // This is only necessary for shaders used in passes that have depth testing enabled. { WorldPos.xyz += GetMaterialWorldPositionOffset(VertexParameters); ApplyMaterialFirstPersonTransform(VertexParameters, WorldPos.xyz); } { float4 RasterizedWorldPosition = VertexFactoryGetRasterizedWorldPosition(Input, VFIntermediates, WorldPos); Output.Position = INVARIANT(mul(RasterizedWorldPosition, ResolvedView.TranslatedWorldToClip)); } #if XBOXONE_BIAS_HACK // XB1 needs a bias in the opposite direction to fix FORT-40853 // XBOXONE_BIAS_HACK is defined only in a custom node in a particular material // This should be removed with a future shader compiler update Output.Position.z -= 0.0001 * Output.Position.w; #endif #if USE_GLOBAL_CLIP_PLANE OutGlobalClipPlaneDistance = dot(ResolvedView.GlobalClippingPlane, float4(WorldPos.xyz, 1)); #endif Output.Interps = VertexFactoryGetInterpolants(Input, VFIntermediates, VertexParameters); #if USE_WORLD_POSITION_EXCLUDING_SHADER_OFFSETS Output.PixelPositionExcludingWPO = WorldPositionExcludingWPO.xyz; #endif } #endif // VERTEXSHADER /*============================================================================= * Pixel Shader *============================================================================*/ #if PIXELSHADER void MainPixelShader( in INPUT_POSITION_QUALIFIERS float4 SvPosition : SV_Position, FVertexFactoryInterpolantsVSToPS Input #if USE_WORLD_POSITION_EXCLUDING_SHADER_OFFSETS , float3 PixelPositionExcludingWPO : TEXCOORD7 #endif , in FStereoPSInput StereoInput OPTIONAL_IsFrontFace OPTIONAL_OutDepthConservative , out float4 GBufferF : SV_Target0 #if MATERIALBLENDING_MASKED_USING_COVERAGE , out uint OutCoverage : SV_Coverage #endif ) { StereoSetupPS(StereoInput); // Manual clipping here (alpha-test, etc) FMaterialPixelParameters MaterialParameters = GetMaterialPixelParameters(Input, SvPosition); FPixelMaterialInputs PixelMaterialInputs; #if USE_WORLD_POSITION_EXCLUDING_SHADER_OFFSETS float4 ScreenPosition = SvPositionToResolvedScreenPosition(SvPosition); float3 TranslatedWorldPosition = SvPositionToResolvedTranslatedWorld(SvPosition); CalcMaterialParametersEx(MaterialParameters, PixelMaterialInputs, SvPosition, ScreenPosition, bIsFrontFace, TranslatedWorldPosition, PixelPositionExcludingWPO); #else CalcMaterialParameters(MaterialParameters, PixelMaterialInputs, SvPosition, bIsFrontFace); #endif #if OUTPUT_PIXEL_DEPTH_OFFSET ApplyPixelDepthOffsetToMaterialParameters(MaterialParameters, PixelMaterialInputs, OutDepth); #endif #if MATERIALBLENDING_MASKED_USING_COVERAGE OutCoverage = DiscardMaterialWithPixelCoverage(MaterialParameters, PixelMaterialInputs); #endif float Anisotropy = GetMaterialAnisotropy(PixelMaterialInputs); float3 WorldTangent = MaterialParameters.WorldTangent; GBufferF = EncodeWorldTangentAndAnisotropy(WorldTangent, Anisotropy); } #endif // PIXELSHADER