// Copyright Epic Games, Inc. All Rights Reserved. #include "/Engine/Public/Platform.ush" #include "/Plugin/TextureGraph/SamplerStates.ush" #define NUM_VIRTUALTEXTURE_SAMPLES 0 // Workaround for unbound View uniform buffer #define VT_DISABLE_VIEW_UNIFORM_BUFFER 1 #include "/Engine/Private/VirtualTextureCommon.ush" Texture2D InPageTableTexture0; Texture2D InPageTableTexture1; Texture2D InPhysicalTexture; uint4 VTPackedPageTableUniform[2]; uint4 VTPackedUniform; SamplerState InTextureSampler; /// Simple fragment shader: Fetch virtual texture at uv and blit out float4 FSH_SimpleVT(in float2 uv : TEXCOORD0,in float4 InPosition : SV_POSITION) : SV_Target0 { uint LayerIndex = 0; float4 Sample; VTPageTableResult PageTableResult = TextureLoadVirtualPageTable(InPageTableTexture0, InPageTableTexture1, VTPageTableUniform_Unpack(VTPackedPageTableUniform[0], VTPackedPageTableUniform[1]), uv, VTADDRESSMODE_WRAP, VTADDRESSMODE_WRAP, 0.0, InPosition.xy); Sample = TextureVirtualSample( InPhysicalTexture, InTextureSampler, PageTableResult, LayerIndex, VTUniform_Unpack(VTPackedUniform)); return Sample; }