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UnrealEngine/Engine/Shaders/Private/VolumeLightingCommon.ush
2025-05-18 13:04:45 +08:00

36 lines
1.0 KiB
HLSL

// 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"