// Copyright Epic Games, Inc. All Rights Reserved. #include "/Engine/Shared/MaterialCacheDefinitions.h" #include "/Engine/Private/Common.ush" #include "/Engine/Private/Nanite/NaniteShadeCommon.ush" #include "/Engine/Private/MortonCode.ush" #include "/Engine/Public/RootConstants.ush" #include "/Engine/Private/MaterialCache/MaterialCacheABuffer.ush" #define SceneTexturesStruct MaterialCachePass.SceneTextures #define EyeAdaptationStruct MaterialCachePass #include "/Engine/Generated/Material.ush" #include "/Engine/Generated/VertexFactory.ush" #include "/Engine/Generated/UniformBuffers/MaterialCachePass.ush" #include "/Engine/Private/MaterialCache/MaterialCacheShadeCommon.ush" COMPILER_ALLOW_CS_DERIVATIVES Buffer PageIndirections; FMaterialCacheABuffer ShadeAttributes(in FPackedNaniteView PackedView, uint2 VisBufferPixelPos, uint ViewIndex) { ResolvedView = ResolveView(); FVertexFactoryInterpolantsVSToPS Interpolants = (FVertexFactoryInterpolantsVSToPS)0; Interpolants.PixelPos = VisBufferPixelPos; Interpolants.ViewIndex = ViewIndex; FNaniteView NaniteView = UnpackNaniteView(PackedView); PatchViewState(NaniteView, ResolvedView); float4 SvPosition = float4(VisBufferPixelPos + 0.5f.xx, 0.0f, 1.0f); const float4 ScreenPosition = SvPositionToResolvedScreenPosition(SvPosition); const float3 TranslatedWorldPosition = SvPositionToResolvedTranslatedWorld(SvPosition); FMaterialPixelParameters MaterialParameters = GetMaterialPixelParameters(NaniteView, Interpolants, SvPosition); FPixelMaterialInputs PixelMaterialInputs; CalcMaterialParametersEx(MaterialParameters, PixelMaterialInputs, SvPosition, ScreenPosition, true, TranslatedWorldPosition, TranslatedWorldPosition); return GetMaterialABuffer(MaterialParameters, PixelMaterialInputs); } [numthreads(64, 1, 1)] void Main(uint3 DTid : SV_DispatchThreadID) { const uint PageIndex = PageIndirections[GetRootConstant0() + DTid.y]; const uint ShadingBin = GetRootConstant1(); const uint MeshPassIndex = GetRootConstant2(); const EMaterialCacheFlag Flags = (EMaterialCacheFlag)GetRootConstant1(); const FPackedNaniteView PackedView = NaniteShading.InViews[PageIndex]; const FMaterialCacheBinData BinData = NaniteShading.ShadingBinData.Load(sizeof(FMaterialCacheBinData) * PageIndex); // Tile width guaranteed to be power of two, Morton is fine const uint2 PagePixelPos = MortonDecode(DTid.x); const uint2 VisBufferPixelPos = PackedView.ViewRect.xy + PagePixelPos; uint DepthInt = 0; uint VisibleClusterIndex = 0; uint TriIndex = 0; UnpackVisPixel(NaniteShading.VisBuffer64[VisBufferPixelPos], DepthInt, VisibleClusterIndex, TriIndex); if (VisibleClusterIndex == 0xFFFFFFFF) { return; } FVisibleCluster VisibleCluster = GetVisibleCluster(VisibleClusterIndex); FInstanceSceneData InstanceData = GetInstanceSceneDataUnchecked(VisibleCluster); FCluster ClusterData = GetCluster(VisibleCluster.PageIndex, VisibleCluster.ClusterIndex); const uint PixelShadingBin = GetMaterialShadingBin(ClusterData, InstanceData.PrimitiveId, MeshPassIndex, TriIndex); if (PixelShadingBin != ShadingBin) { return; } // Shader against the current layer FMaterialCacheABuffer Top = ShadeAttributes(PackedView, VisBufferPixelPos, PageIndex); if (Top.Clipped) { return; } StoreMaterialABufferPixel(Top, Flags, BinData.ABufferPhysicalPosition, PagePixelPos); }