// Copyright Epic Games, Inc. All Rights Reserved. /** * VolumeLightingCommon.usf */ // use low quality shadow sampling on translucency for better performance #define SHADOW_QUALITY 2 #include "ShadowProjectionCommon.ush" #include "ShadowFilteringCommon.ush" /** Parameters needed to access the shadow map of the light. */ float4x4 TranslatedWorldToShadowMatrix; float4 ShadowmapMinMax; // .x:1/SplitNearFadeRegion, .y:1/SplitFarFadeRegion .zw:DistanceFadeMAD float4 ShadowInjectParams; // .x:DepthBias, .y:SlopeDepthBias, .z:MaxSlopeDepthBias, .w:Projection parameters float4 DepthBiasParameters; /** Whether to compute static shadowing. */ uint bStaticallyShadowed; /** Shadow depth map computed for static geometry by Lightmass. */ Texture2D StaticShadowDepthTexture; SamplerState StaticShadowDepthTextureSampler; /** Transform used for static shadowing by spot and directional lights. */ float4x4 TranslatedWorldToStaticShadowMatrix; float4 StaticShadowBufferSize; // Declare shadow sampling function #include "VolumeLightingCommonSampling.ush"