Files
UnrealEngine/Engine/Shaders/Shared/SubstrateDefinitions.h
2025-05-18 13:04:45 +08:00

136 lines
6.0 KiB
C

// Copyright Epic Games, Inc. All Rights Reserved.
/*================================================================================================
SubstrateDefinitions.ush: used in ray tracing shaders and C++ code to define common constants
!!! Changing this file requires recompilation of the engine !!!
=================================================================================================*/
#pragma once
#ifndef __cplusplus
// Change this to force recompilation of all Substrate dependent shaders (for instance https://guidgenerator.com/online-guid-generator.aspx)
#pragma message("UESHADERMETADATA_VERSION 161BBFDB-EBFE-41F0-8449-5FAB98EDAA82")
#endif
// Closure offsets are packed into 32bits, each entry using SUBSTRATE_CLOSURE_OFFSET_BIT_COUNT bits
#define SUBSTRATE_MAX_CLOSURE_COUNT_FOR_CLOSUREOFFSET 8u
#define SUBSTRATE_CLOSURE_OFFSET_BIT_COUNT 4u
#define SUBSTRATE_CLOSURE_OFFSET_BIT_MASK 0xF
// We can only ever use SUBSTRATE_MAX_CLOSURE_COUNT_FOR_CLOSUREOFFSET for Lumen, so we use that as a global closure count limit today.
#define SUBSTRATE_MAX_CLOSURE_COUNT SUBSTRATE_MAX_CLOSURE_COUNT_FOR_CLOSUREOFFSET
#define SUBSTRATE_MAX_OPERATOR_COUNT 15
// It this is changed, STATE_BIT_COUNT_SHAREDLOCALBASESID and HEADER_BIT_COUNT_SHAREDLOCALBASES_COUNT also needs to be updated
#define SUBSTRATE_MAX_SHAREDLOCALBASES_REGISTERS 4
#define SUBSTRATE_PACKED_SHAREDLOCALBASIS_STRIDE_BYTES 4
// As of today, a fully simplified material is a slab with all features allowed. It can thus be complex if anisotropy is enabled and in this case eats up to 32bytes.
// SUBSTRATE_TODO: fully simplified should remove all features but fuzz maybe.
#define SUBSTRATE_FULLY_SIMPLIFIED_NUM_UINTS (32/4)
#define SUBSTRATE_BSDF_TYPE_SLAB 0
#define SUBSTRATE_BSDF_TYPE_VOLUMETRICFOGCLOUD 1
#define SUBSTRATE_BSDF_TYPE_UNLIT 2
#define SUBSTRATE_BSDF_TYPE_HAIR 3
#define SUBSTRATE_BSDF_TYPE_SINGLELAYERWATER 4
#define SUBSTRATE_BSDF_TYPE_EYE 5
// When more than 7 BSDF must exists, please update STATE_BIT_COUNT_BSDF and FSubstrateClassification.ShadingModels packing in Substrate.ush
// The size of Substrate material classification tiles on screen
#define SUBSTRATE_TILE_SIZE 8
#define SUBSTRATE_TILE_SIZE_DIV_AS_SHIFT 3
// The default thickness of a layer is considered to be 0.01 centimeter = 0.1 millimeter
#define SUBSTRATE_LAYER_DEFAULT_THICKNESS_CM 0.01f
// Min Fuzz Roughness to avoid numerical issue
#define SUBSTRATE_MIN_FUZZ_ROUGHNESS 0.02f
#define SUBSTRATE_BASE_PASS_MRT_OUTPUT_COUNT 3
#define SUBSTRATE_SSS_DATA_UINT_COUNT 2
#define SUBSTRATE_OPERATOR_WEIGHT 0
#define SUBSTRATE_OPERATOR_VERTICAL 1
#define SUBSTRATE_OPERATOR_HORIZONTAL 2
#define SUBSTRATE_OPERATOR_ADD 3
#define SUBSTRATE_OPERATOR_SELECT 4
#define SUBSTRATE_OPERATOR_BSDF 5
#define SUBSTRATE_OPERATOR_BSDF_LEGACY 6
// Sometimes, Unlit or Weight operators are used to transport data for other meaning (e.g. Light Function or ConvertToDecal)
#define SUBSTRATE_OPERATOR_SUBUSAGE_NONE 0
#define SUBSTRATE_OPERATOR_SUBUSAGE_UI 1
#define SUBSTRATE_OPERATOR_SUBUSAGE_LIGHTFUNCTION 2
#define SUBSTRATE_OPERATOR_SUBUSAGE_POSTPROCESS 3
#define SUBSTRATE_OPERATOR_SUBUSAGE_DECAL 4
// This must map directly to ESubstrateTileMaterialType
#define SUBSTRATE_TILE_TYPE_SIMPLE 0
#define SUBSTRATE_TILE_TYPE_SINGLE 1
#define SUBSTRATE_TILE_TYPE_COMPLEX 2
#define SUBSTRATE_TILE_TYPE_COMPLEX_SPECIAL 3
#define SUBSTRATE_TILE_TYPE_ROUGH_REFRACT 4
#define SUBSTRATE_TILE_TYPE_ROUGH_REFRACT_SSS_WITHOUT 5
#define SUBSTRATE_TILE_TYPE_DECAL_SIMPLE 6
#define SUBSTRATE_TILE_TYPE_DECAL_SINGLE 7
#define SUBSTRATE_TILE_TYPE_DECAL_COMPLEX 8
#define SUBSTRATE_TILE_TYPE_COUNT 9
#define SUBSTRATE_MATERIAL_TYPE_SIMPLE 0
#define SUBSTRATE_MATERIAL_TYPE_SINGLE 1
#define SUBSTRATE_MATERIAL_TYPE_COMPLEX 2
#define SUBSTRATE_MATERIAL_TYPE_COMPLEX_SPECIAL 3
#define SUBSTRATE_TILE_ENCODING_16BITS 0
#define SUBSTRATE_TILE_ENCODING_8BITS 1
// Specular profile
#define SUBSTRATE_SPECULAR_PROFILE_ENTRY_LIGHT 0u
#define SUBSTRATE_SPECULAR_PROFILE_ENTRY_ENV 1u
#define SUBSTRATE_SPECULAR_PROFILE_ENTRY_COUNT 2u
// sizeof(FRHIDrawIndirectParameters) = 4 uints = 16 bytes
#define GetSubstrateTileTypeDrawIndirectArgOffset_Byte(x) (x * 16)
#define GetSubstrateTileTypeDrawIndirectArgOffset_DWord(x) (x * 4)
// sizeof(FRHIDispatchIndirectParameters) can vary per-platform
#ifdef __cplusplus
#define GetSubstrateTileTypeDispatchIndirectArgOffset_Byte(x) (x * sizeof(FRHIDispatchIndirectParameters))
#define GetSubstrateTileTypeDispatchIndirectArgOffset_DWord(x) (x * sizeof(FRHIDispatchIndirectParameters) / sizeof(uint32))
#else
#define GetSubstrateTileTypeDispatchIndirectArgOffset_Byte(x) (x * DISPATCH_INDIRECT_UINT_COUNT * 4)
#define GetSubstrateTileTypeDispatchIndirectArgOffset_DWord(x) (x * DISPATCH_INDIRECT_UINT_COUNT)
#endif
#define HEADER_MATERIALMODE_NONE 0
#define HEADER_MATERIALMODE_SLAB_SIMPLE 1
#define HEADER_MATERIALMODE_SLAB_SINGLE 2
#define HEADER_MATERIALMODE_SLAB_COMPLEX 3
#define HEADER_MATERIALMODE_SLWATER 4
#define HEADER_MATERIALMODE_HAIR 5
#define HEADER_MATERIALMODE_EYE 6
// Up to 8 material modes: 1 remains.
// Special optmised modes for the single BSDF path.
#define HEADER_SINGLE_OPTLEGACYMODE_BIT_COUNT 3
#define HEADER_SINGLE_OPTLEGACYMODE_BIT_MASK ((1u<<HEADER_SINGLE_OPTLEGACYMODE_BIT_COUNT)-1u)
#define SINGLE_OPTLEGACYMODE_NONE 0
#define SINGLE_OPTLEGACYMODE_CLEARCOAT 1
#define SINGLE_OPTLEGACYMODE_CLOTH 2
#define SINGLE_OPTLEGACYMODE_SSSWRAP 3
#define SINGLE_OPTLEGACYMODE_SSSPROFILE 4
#define SINGLE_OPTLEGACYMODE_TWO_SIDED_SSSWRAP 5
// 5 more remains: Also how to deal with Aniso?
// Sub-surface scattering types
#define SSS_TYPE_NONE (0u)
#define SSS_TYPE_WRAP (1u)
#define SSS_TYPE_TWO_SIDED_WRAP (2u)
#define SSS_TYPE_DIFFUSION (3u)
#define SSS_TYPE_DIFFUSION_PROFILE (4u)
#define SSS_TYPE_SIMPLEVOLUME (5u)
#define SSS_TYPE_COUNT (6u)