230 lines
8.2 KiB
C++
230 lines
8.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include <Materials/Material.h>
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#include <Materials/MaterialRenderProxy.h>
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#include <MaterialDomain.h>
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#include <TextureResource.h>
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#include <SceneManagement.h>
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#include <PostProcess/DrawRectangle.h>
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#include <DataDrivenShaderPlatformInfo.h>
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#include <MaterialShader.h>
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#include <MaterialShared.h>
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#include "Engine/TextureRenderTarget2D.h"
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#include "FxMaterial.h"
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#include "SceneView.h"
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#include "TileInfo_FX.h"
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#include "Device/Device.h"
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class TEXTUREGRAPHENGINE_API FTextureGraphMaterialShaderVS : public FMaterialShader
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{
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public:
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DECLARE_SHADER_TYPE(FTextureGraphMaterialShaderVS, Material)
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BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
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END_SHADER_PARAMETER_STRUCT()
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SHADER_USE_PARAMETER_STRUCT_WITH_LEGACY_BASE(FTextureGraphMaterialShaderVS, FMaterialShader);
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static bool ShouldCompilePermutation(const FMaterialShaderPermutationParameters& Parameters)
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{
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return IsPCPlatform(Parameters.Platform) && EnumHasAllFlags(Parameters.Flags, EShaderPermutationFlags::HasEditorOnlyData);
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}
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static void ModifyCompilationEnvironment(const FMaterialShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
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{
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FMaterialShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
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}
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static bool ShouldCache(EShaderPlatform Platform)
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{
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// Only cache the shader for the given platform if it is supported
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return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM5);
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}
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void SetParameters(FRHIBatchedShaderParameters& BatchedParameters, const FSceneView& View)
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{
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UE::Renderer::PostProcess::SetDrawRectangleParameters(BatchedParameters, this, View);
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FMaterialShader::SetViewParameters(BatchedParameters, View, View.ViewUniformBuffer);
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}
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};
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class TEXTUREGRAPHENGINE_API FTextureGraphMaterialShaderPS : public FMaterialShader
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{
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public:
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DECLARE_SHADER_TYPE(FTextureGraphMaterialShaderPS, Material)
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BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
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SHADER_PARAMETER(FLinearColor, PSControl)
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SHADER_PARAMETER_STRUCT(FTileInfo, TileInfo)
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END_SHADER_PARAMETER_STRUCT()
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SHADER_USE_PARAMETER_STRUCT_WITH_LEGACY_BASE(FTextureGraphMaterialShaderPS, FMaterialShader);
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static FName PSCONTROL_ARG;
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static bool ShouldCompilePermutation(const FMaterialShaderPermutationParameters& Parameters)
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{
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return IsPCPlatform(Parameters.Platform) && EnumHasAllFlags(Parameters.Flags, EShaderPermutationFlags::HasEditorOnlyData);
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}
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static void ModifyCompilationEnvironment(const FMaterialShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
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{
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FMaterialShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
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}
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static bool ShouldCache(EShaderPlatform Platform)
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{
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// Only cache the shader for the given platform if it is supported
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return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM5);
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}
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void SetParameters(FRHIBatchedShaderParameters& BatchedParameters, const FSceneView& View, const FMaterialRenderProxy* MaterialProxy, const FMaterial& Material)
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{
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auto& PrimitivePS = GetUniformBufferParameter<FPrimitiveUniformShaderParameters>();
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SetUniformBufferParameter(BatchedParameters, PrimitivePS, GIdentityPrimitiveUniformBuffer);
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FMaterialShader::SetViewParameters(BatchedParameters, View, View.ViewUniformBuffer);
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FMaterialShader::SetParameters(BatchedParameters, MaterialProxy, Material, View);
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}
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};
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class FxMaterial_DrawMaterialBase : public FxMaterial
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{
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public:
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FxMaterial_DrawMaterialBase()
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: FxMaterial(TEXT("VSH_TypeVSH_TypeVSH_TypeVSH_Type"), TEXT("FSH_TypeFSH_TypeFSH_TypeFSH_Type"))
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{
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}
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FSceneView* CreateSceneView(UTextureRenderTarget2D* RenderTarget, const FIntPoint& TargetSizeXY);
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static bool ValidateMaterialShaderMap(UMaterial* InMaterial, FShaderType* InPixelShaderType);
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};
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template <typename VSH_Type, typename FSH_Type>
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class FxMaterial_DrawMaterial : public FxMaterial_DrawMaterialBase
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{
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public:
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// type name for the permutation domain
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using VSHPermutationDomain = typename VSH_Type::FPermutationDomain;
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using FSHPermutationDomain = typename FSH_Type::FPermutationDomain;
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TObjectPtr<UMaterialInterface> Material;
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protected:
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VSHPermutationDomain VSHPermDomain; /// Vertex shader Permutation Domain value
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FSHPermutationDomain FSHPermDomain; /// Fragment shader Permutation Domain value
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typename VSH_Type::FParameters VSHParams; /// Params for the vertex shader
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typename FSH_Type::FParameters FSHParams; /// Params for the fragment shader
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public:
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FxMaterial_DrawMaterial()
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: FxMaterial_DrawMaterialBase()
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{
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}
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FxMaterial_DrawMaterial(UMaterialInterface* InMaterial, const VSHPermutationDomain& InVSHPermutationDomain, const FSHPermutationDomain& InFSHPermutationDomain)
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: FxMaterial_DrawMaterialBase(),
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Material(InMaterial),
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VSHPermDomain(InVSHPermutationDomain),
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FSHPermDomain(InFSHPermutationDomain)
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{
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}
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virtual std::shared_ptr<FxMaterial> Clone() override
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{
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return std::static_pointer_cast<FxMaterial>(std::make_shared<FxMaterial_DrawMaterial<VSH_Type, FSH_Type>>(Material, VSHPermDomain, FSHPermDomain));
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}
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virtual FxMetadataSet GetMetadata() const override
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{
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return {
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{ VSH_Type::FParameters::FTypeInfo::GetStructMetadata(), (char*)&VSHParams },
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{ FSH_Type::FParameters::FTypeInfo::GetStructMetadata(), (char*)&FSHParams }
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};
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}
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virtual void Blit(FRHICommandListImmediate& RHI, FRHITexture* Target, const RenderMesh* MeshObj, int32 TargetId, FGraphicsPipelineStateInitializer* InPSO = nullptr) override
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{
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}
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void MyBlit(FRHICommandListImmediate& RHI, UTextureRenderTarget2D* RenderTarget, FRHITexture* Target, const RenderMesh* MeshObj, int32 TargetId, FGraphicsPipelineStateInitializer* InPSO = nullptr)
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{
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BindTexturesForBlitting();
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// Make a Scene view for this pass
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FSceneView* SceneView = CreateSceneView(RenderTarget, Target->GetSizeXY());
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//const typename FSH_Type::FParameters* params = reinterpret_cast<typename FSH_Type::FParameters*>(params_);
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QUICK_SCOPE_CYCLE_COUNTER(STAT_ShaderPlugin_PixelShader); // Used to gather CPU profiling data for the UE4 session frontend
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SCOPED_DRAW_EVENT(RHI, ShaderPlugin_Pixel); // Used to profile GPU activity and add metadata to be consumed by for example RenderDoc
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// Pixel shader combined with Material
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const FMaterialRenderProxy* MaterialProxy = Material->GetRenderProxy();
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MaterialProxy->UpdateUniformExpressionCacheIfNeeded(SceneView->GetFeatureLevel());
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FMaterialRenderProxy::UpdateDeferredCachedUniformExpressions();
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const FMaterial& RenderMaterial = MaterialProxy->GetMaterialWithFallback(SceneView->GetFeatureLevel(), MaterialProxy);
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const FMaterialShaderMap* const MaterialShaderMap = RenderMaterial.GetRenderingThreadShaderMap();
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TShaderRef<VSH_Type> VertexShader = MaterialShaderMap->GetShader<VSH_Type>();
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FRHIVertexShader* RHIVertexShader = VertexShader.GetVertexShader();
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TShaderRef<FSH_Type> PixelShader = MaterialShaderMap->GetShader<FSH_Type>();
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FRHIPixelShader* RHIPixelShader = PixelShader.GetPixelShader();
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// Target render target needs to transition to RTV for rendering
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RHI.Transition(FRHITransitionInfo(Target, ERHIAccess::Unknown, ERHIAccess::RTV));
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FRHIRenderPassInfo passInfo(Target, ERenderTargetActions::Clear_Store);
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RHI.BeginRenderPass(passInfo, TEXT("FxMaterial_UMaterial"));
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// Set the graphic pipeline state.
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FGraphicsPipelineStateInitializer PSO;
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InitPSO_Default(PSO, RHIVertexShader, RHIPixelShader);
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RHI.ApplyCachedRenderTargets(PSO);
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SetGraphicsPipelineState(RHI, PSO, 0);
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SetShaderParametersMixedVS(RHI, VertexShader, VSHParams, *SceneView);
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SetShaderParametersMixedPS(RHI, PixelShader, FSHParams, *SceneView, MaterialProxy, RenderMaterial);
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RHI.SetStreamSource(0, GQuadBuffer.VertexBufferRHI, 0);
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RHI.DrawPrimitive(0, 2, 1);
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RHI.EndRenderPass();
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// Target render target has been rendered, transition to the default SRV state for read
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RHI.Transition(FRHITransitionInfo(Target, ERHIAccess::RTV, ERHIAccess::SRVMask));
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}
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static bool ValidateMaterial(UMaterialInterface* InMaterial)
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{
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check(IsInRenderingThread());
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UMaterial* Material = InMaterial->GetMaterial();
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return ValidateMaterialShaderMap(Material, &FSH_Type::GetStaticType());
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}
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};
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typedef FxMaterial_DrawMaterial< FTextureGraphMaterialShaderVS, FTextureGraphMaterialShaderPS> FxMaterial_QuadDrawMaterial;
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typedef std::shared_ptr<FxMaterial_QuadDrawMaterial> FxMaterialQuadDrawMaterialPtr;
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