// Copyright Epic Games, Inc. All Rights Reserved. #include "/Engine/Public/Platform.ush" // ==== Defining terms ==== #ifndef FREEFORM #define FREEFORM 0 #endif #ifndef TILING #define TILING 0 #endif #ifndef CLAMP #define CLAMP 0 #endif #ifndef WRAP #define WRAP 0 #endif //===== Permutation based defines ===== // #if FREEFORM #undef CLAMP #define CLAMP 1 #endif #if TILING #undef WRAP #define WRAP 1 #endif //CLAMP will always overright if both the above are 1 float4 AdjustDisplacement(float4 FinalDisplacement, float HeightMidPoint, float HeightMultiplier, float IsGreyscale) { // Apply the displacement scaling float displacement = (((FinalDisplacement.r - HeightMidPoint) * HeightMultiplier) + HeightMidPoint); //FinalDisplacement = fixed4(displacement, lerp(displacement, FinalDisplacement.g, IsGreyscale), lerp(displacement, FinalDisplacement.b, IsGreyscale), lerp(1, FinalDisplacement.a, IsGreyscale)); FinalDisplacement = float4(displacement, lerp(displacement, FinalDisplacement.g, IsGreyscale), lerp(displacement, FinalDisplacement.b, IsGreyscale), lerp(1, FinalDisplacement.a, IsGreyscale) ); return FinalDisplacement; } float3 AdjustGeneric(float4 blob, float2 uv, float ClampMaskX, float ClampMaskY, float scaleX, float scaleY) { float2 uvFrac = frac(uv); float3 emissive = ((lerp(1.0, (1.0 - saturate(distance(uvFrac.r, scaleX))), ClampMaskX) * lerp(1.0, (1.0 - saturate(distance(uvFrac.g, scaleY))), ClampMaskY)) * blob.rgb); return emissive; } #include "/Plugin/TextureGraph/TiledFetch_Combined.ush"