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

20 lines
571 B
HLSL

// Copyright Epic Games, Inc. All Rights Reserved.
#include "../Common.ush"
#include "../DeferredShadingCommon.ush"
Texture2D<float4> AmbientOcclusionTexture;
SamplerState AmbientOcclusionTextureSampler;
void CompositeAmbientOcclusionPS(
in noperspective float2 UV : TEXCOORD0,
out float4 OutColor : SV_Target0
)
{
float AmbientOcclusionMask = AmbientOcclusionTexture.Sample(AmbientOcclusionTextureSampler, UV).r;
AmbientOcclusionMask = saturate(AmbientOcclusionMask);
OutColor = float4(AmbientOcclusionMask, AmbientOcclusionMask, AmbientOcclusionMask, 1.0);
}