Files
UnrealEngine/Engine/Plugins/Media/MediaIOFramework/Shaders/MediaIO.usf
2025-05-18 13:04:45 +08:00

41 lines
1.3 KiB
HLSL

// Copyright Epic Games, Inc. All Rights Reserved.
#include "/Engine/Private/ScreenPass.ush"
#include "/Engine/Private/Common.ush"
SCREEN_PASS_TEXTURE_VIEWPORT(Input)
SCREEN_PASS_TEXTURE_VIEWPORT(Output)
Texture2D InputTexture;
SamplerState InputSampler;
// Shader to downsample a texture, Adapted from PostProcessDownsample.usf
void MediaDownsample(float4 SvPosition : SV_POSITION, out float4 OutColor : SV_Target0)
{
const float2 UV = SvPosition.xy * Output_ExtentInverse;
// Output: float4(RGBA), 4 filtered samples
float2 UVs[4];
// Blur during downsample (4x4 kernel) to get better quality especially for HDR content.
UVs[0] = UV + Input_ExtentInverse * float2(-1, -1);
UVs[1] = UV + Input_ExtentInverse * float2( 1, -1);
UVs[2] = UV + Input_ExtentInverse * float2(-1, 1);
UVs[3] = UV + Input_ExtentInverse * float2( 1, 1);
float4 Sample[4];
UNROLL
for(uint i = 0; i < 4; ++i)
{
float2 UVAtIndex = clamp(UVs[i], Input_UVViewportBilinearMin, Input_UVViewportBilinearMax);
Sample[i] = Texture2DSampleLevel(InputTexture, InputSampler, UVAtIndex, 0);
}
OutColor = (Sample[0] + Sample[1] + Sample[2] + Sample[3]) * 0.25f;
// Fixed rarely occurring yellow color tint of the whole viewport (certain viewport size, need to investigate more)
OutColor.rgb = max(float3(0,0,0), OutColor.rgb);
}