60 lines
1.6 KiB
HLSL
60 lines
1.6 KiB
HLSL
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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// Counterpart to Nanite::FPackedView in NaniteShared.h
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struct FPackedNaniteView
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{
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float4x4 SVPositionToTranslatedWorld;
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float4x4 ViewToTranslatedWorld;
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float4x4 TranslatedWorldToView;
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float4x4 TranslatedWorldToClip;
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float4x4 ViewToClip;
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float4x4 ClipToRelativeWorld;
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float4x4 PrevTranslatedWorldToView;
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float4x4 PrevTranslatedWorldToClip;
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float4x4 PrevViewToClip;
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float4x4 PrevClipToRelativeWorld;
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int4 ViewRect;
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float4 ViewSizeAndInvSize;
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float4 ClipSpaceScaleOffset;
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float4 MaterialCacheUnwrapMinAndInvSize;
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float4 MaterialCachePageAdvanceAndInvCount;
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float3 PreViewTranslationHigh;
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float ViewOriginHighX;
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float3 PrevPreViewTranslationHigh;
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float ViewOriginHighY;
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float3 PrevPreViewTranslationLow;
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float CullingViewMinRadiusTestFactorSq;
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float3 ViewOriginLow;
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float ViewOriginHighZ;
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float3 CullingViewOriginTranslatedWorld;
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float RangeBasedCullingDistance;
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float3 ViewForward;
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float NearPlane;
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float4 TranslatedGlobalClipPlane; // Not actually used unless project setting is enabled
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float3 PreViewTranslationLow;
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float CullingViewScreenMultipleSq;
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float2 LODScales;
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uint InstanceOcclusionQueryMask;
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uint StreamingPriorityCategory_AndFlags;
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int4 TargetLayerIdX_AndMipLevelY_AndNumMipLevelsZ;
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int4 HZBTestViewRect;
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uint4 FirstPersonTransformRowsExceptRow2Z; // Packed into half floats
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uint FirstPersonTransformRow2Z;
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uint LightingChannelMask;
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int SceneRendererPrimaryViewId;
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uint Padding1;
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float2 DynamicDepthCullRange;
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uint2 Padding2;
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};
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