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UnrealEngine/Engine/Shaders/Private/PathTracing/PathTracingCopyDepth.usf
2025-05-18 13:04:45 +08:00

21 lines
603 B
HLSL

// Copyright Epic Games, Inc. All Rights Reserved.
#include "../Common.ush"
Texture2D<float> DepthTexture;
float PreExposure; // Taken from the view, but adjusted by the base exposure already applied to the Radiance texture
int AdaptiveSamplingVisualize;
void CopyDepth(
in noperspective float4 UVAndScreenPos : TEXCOORD0,
out float OutDepth : SV_DEPTH,
out float4 OutColor : SV_Target0
)
{
float2 UV = UVAndScreenPos.xy;
float2 BufferSize = View.BufferSizeAndInvSize.xy;
int3 TexCoord = int3(UV * BufferSize - View.ViewRectMin.xy, 0);
OutDepth = DepthTexture.Load(TexCoord);
OutColor = 0;
}