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

330 lines
13 KiB
HLSL

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
DeferredDecal.usf: Pixel shader for computing a deferred decal.
=============================================================================*/
#include "Common.ush"
#if SHADING_PATH_MOBILE
#if DECAL_RENDERTARGETMODE == DECAL_RENDERTARGETMODE_DBUFFER
#define MobileSceneTextures DecalPass.MobileSceneTextures
#define EyeAdaptationStruct DecalPass
#define SubstrateStruct DecalPass.SubstratePublic
#else
// Reroute MobileSceneTextures uniform buffer references to the base pass uniform buffer
#define MobileSceneTextures MobileBasePass.SceneTextures
#define EyeAdaptationStruct MobileBasePass
#define SubstrateStruct MobileBasePass.SubstratePublic
#endif
#else
#define SceneTexturesStruct DecalPass.SceneTextures
#define EyeAdaptationStruct DecalPass
#define SubstrateStruct DecalPass.SubstratePublic
#endif
#if PIXELSHADER
// Decals require both inline & deferred shading path for reading & writing Substrate data
#define SUBSTRATE_INLINE_SHADING 1
#define SUBSTRATE_DEFERRED_SHADING 1
#include "Substrate/Substrate.ush"
#include "DecalCommon.ush"
#if DECAL_RENDERSTAGE == DECAL_RENDERSTAGE_MOBILE
#include "MobileLightingCommon.ush"
#endif
#define MOBILE_SUBSTRATE_USES_BLENDABLE_GBUFFER (SUBSTRATE_ENABLED && (DECAL_RENDERSTAGE == DECAL_RENDERSTAGE_MOBILEBEFORELIGHTING || SUBTRATE_GBUFFER_FORMAT==0))
#if MOBILE_SUBSTRATE_USES_BLENDABLE_GBUFFER
#define MATERIAL_SUBSTRATE_OPAQUE_PRECOMPUTED_LIGHTING 0
#define SUBSTRATE_MATERIAL_EXPORT_REQUESTED 1
#include "/Engine/Private/Substrate/SubstrateExport.ush"
#endif
#endif // PIXELSHADER
// large world coordinate tile position
float4 DecalPositionHigh;
// from SvPosition to decal space (for position), used like this: mul(float4(SvPosition.xyz, 1), SvPositionToDecal);
float4x4 SvPositionToDecal;
#if MOBILE_MULTI_VIEW
// For stereo rendering.
float4x4 RightEyeSvPositionToDecal;
#endif
// to transform position from decal space to world space, for normals use transpose of inverse
float4x4 DecalToWorld;
float3 DecalToWorldInvScale;
// decal orientation in world space, X axis. Used for ObjectOrientation material expression
float3 DecalOrientation;
// x - Fade alpha from screen size fading
// y - Opacity over the lifetime of the decal. 1 -> 0
float2 DecalParams;
// from component to clip space (for decal frustum)
float4x4 FrustumComponentToClip;
// Decal color can be accessed using the material node
float4 DecalColorParam;
// Global decal vertex shader
void MainVS(
in FStereoVSInput StereoInput,
in float4 InPosition : ATTRIBUTE0,
out float4 OutPosition : SV_POSITION,
out FStereoVSOutput StereoOutput
)
{
StereoSetupVS(StereoInput, StereoOutput);
#if MOBILE_MULTI_VIEW
float4x4 FrustumToClip = mul(FrustumComponentToClip, ResolvedView.MobileMultiviewDecalTransform);
#else
float4x4 FrustumToClip = FrustumComponentToClip;
#endif
OutPosition = mul(InPosition, FrustumToClip);
}
#if IS_DECAL && PIXELSHADER
// DECAL_PRIMITIVE informs material templates which functions to expose when rendering decals.
#define DECAL_PRIMITIVE 1
#include "/Engine/Generated/Material.ush"
// If virtual texture feedback is enabled then use early depth test so that UAV feedback buffer writes respect the depth test
#if MATERIAL_VIRTUALTEXTURE_FEEDBACK
#if COMPILER_SUPPORTS_DEPTHSTENCIL_EARLYTEST_LATEWRITE
// If we support early depth test with late write behaviour then use it since we may be using discard, or modifying depth
#define PIXELSHADER_EARLYDEPTHSTENCIL DEPTHSTENCIL_EARLYTEST_LATEWRITE
#elif !OUTPUT_PIXEL_DEPTH_OFFSET
// Otherwise we can only use early depth test if not modifying depth
// Modifying depth will trigger the slow path where we write feedback to UAV even where depth occluded!
#define PIXELSHADER_EARLYDEPTHSTENCIL EARLYDEPTHSTENCIL
#endif
#endif
float4 SvPositionToScreenPosition2(float4 SvPosition)
{
// assumed SvPosition.w = 1
float4 Ret;
Ret.x = ((SvPosition.x - ResolvedView.ViewRectMin.x) * ResolvedView.ViewSizeAndInvSize.z) * 2 - 1;
Ret.y = ((SvPosition.y - ResolvedView.ViewRectMin.y) * ResolvedView.ViewSizeAndInvSize.w) * -2 + 1;
Ret.z = ConvertFromDeviceZ(SvPosition.z);
Ret.w = 1;
Ret.xy *= Ret.z;
// so .w has the SceneDepth, some mobile code wants that
// Ret *= Ret.z;
return Ret;
}
// is called in MainPS() from PixelShaderOutputCommon.usf
void FPixelShaderInOut_MainPS(inout FPixelShaderIn In, inout FPixelShaderOut Out, uint ArrayIndex)
{
float2 ScreenUV = SvPositionToBufferUV(In.SvPosition);
// make SvPosition appear to be rasterized with the depth from the depth buffer
#if MOBILE_MULTI_VIEW
In.SvPosition.z = LookupDeviceZ(ScreenUV, ArrayIndex);
float4x4 SvPositionToDecalForSlice = ArrayIndex ? RightEyeSvPositionToDecal : SvPositionToDecal;
#else
In.SvPosition.z = LookupDeviceZ(ScreenUV);
float4x4 SvPositionToDecalForSlice = SvPositionToDecal;
#endif
In.SvPosition.w = ConvertFromDeviceZ(In.SvPosition.z);
float4 DecalVectorHom = mul(float4(In.SvPosition.xyz,1), SvPositionToDecalForSlice);
float3 OSPosition = DecalVectorHom.xyz / DecalVectorHom.w;
// clip content outside the decal
// not needed if we stencil out the decal but we do that only on large (screen space) ones
clip(OSPosition.xyz + 1.0f);
clip(1.0f - OSPosition.xyz);
float3 TranslatedWorldPosition = SvPositionToTranslatedWorld(In.SvPosition);
float3 CameraVector = normalize(ResolvedView.TranslatedWorldCameraOrigin - TranslatedWorldPosition);
// can be optimized
float3 DecalVector = OSPosition * 0.5f + 0.5f;
// Swizzle so that DecalVector.xy are perpendicular to the projection direction and DecalVector.z is distance along the projection direction
float3 SwizzlePos = DecalVector.zyx;
// By default, map textures using the vectors perpendicular to the projection direction
float2 DecalUVs = SwizzlePos.xy;
FMaterialPixelParameters MaterialParameters = MakeInitializedMaterialPixelParameters();
#if NUM_MATERIAL_TEXCOORDS
for(int CoordinateIndex = 0;CoordinateIndex < NUM_MATERIAL_TEXCOORDS;CoordinateIndex++)
{
MaterialParameters.TexCoords[CoordinateIndex] = DecalUVs;
}
#endif
MaterialParameters.TwoSidedSign = 1;
MaterialParameters.VertexColor = 1;
MaterialParameters.CameraVector = CameraVector;
MaterialParameters.SvPosition = In.SvPosition;
MaterialParameters.ScreenPosition = SvPositionToResolvedScreenPosition(In.SvPosition);
MaterialParameters.LightVector = SwizzlePos;
MaterialParameters.AbsoluteWorldPosition = MaterialParameters.WorldPosition_NoOffsets = DFFastSubtract(TranslatedWorldPosition, PrimaryView.PreViewTranslation);
MaterialParameters.WorldPosition_CamRelative = MaterialParameters.WorldPosition_NoOffsets_CamRelative = TranslatedWorldPosition;
MaterialParameters.LWCData = MakeMaterialLWCData(MaterialParameters);
#if MATERIAL_VIRTUALTEXTURE_FEEDBACK
InitializeVirtualTextureFeedback(MaterialParameters.VirtualTextureFeedback);
#endif
FPixelMaterialInputs PixelMaterialInputs;
CalcPixelMaterialInputs(MaterialParameters, PixelMaterialInputs);
const float DecalFading = saturate(4 - 4 * abs(SwizzlePos.z * 2 - 1)) * DecalParams.x;
#if SUBSTRATE_ENABLED
FSubstratePixelHeader SubstrateHeader = MaterialParameters.GetFrontSubstrateHeader();
const float MaterialAO = GetMaterialAmbientOcclusion(PixelMaterialInputs);
SubstrateHeader.IrradianceAO.MaterialAO = MaterialAO;
#if MOBILE_SUBSTRATE_USES_BLENDABLE_GBUFFER
float3 EmissiveColor = 0.0f.xxx;
float Opacity = 0.0f;
FGBufferData DBufferData;
if (SubstrateHeader.SubstrateTree.BSDFCount > 0)
{
const FSubstrateIntegrationSettings Settings = InitSubstrateIntegrationSettings(false /*bForceFullyRough*/, false /*bRoughDiffuseEnabled*/, 0, false/*bRoughnessTracking*/);
const float3 SurfaceWorldNormal = MaterialParameters.TangentToWorld[2].xyz;
FExportResult Export = SubstrateMaterialExportOut(
Settings,
SubstrateHeader,
PixelMaterialInputs.GetFrontSubstrateData(),
SurfaceWorldNormal,
MaterialParameters.WorldPosition_CamRelative,
0.0f /*MobileShadingPathCurvature*/);
// Either propagate the BSDF opacity, or use the one for AlphaComposite (premultiplied alpha)
float CoverageOverBackground = Export.Coverage * DecalFading;
#if SUBSTRATE_USE_PREMULTALPHA_OVERRIDE // AlphaComposite - Premultiplied alpha blending
CoverageOverBackground = GetMaterialOpacity(PixelMaterialInputs) * DecalFading;
#endif
Opacity = CoverageOverBackground;
EmissiveColor = Export.EmissiveLuminance;
FGBufferData DBufferData = (FGBufferData)0;
DBufferData.WorldNormal = Export.WorldNormal;
DBufferData.BaseColor = Export.BaseColor;
DBufferData.Metallic = Export.Metallic;
DBufferData.Specular = Export.Specular;
DBufferData.Roughness = Export.Roughness;
DBufferData.CustomData = 0;
DBufferData.IndirectIrradiance = 0;
DBufferData.PrecomputedShadowFactors = 1;
DBufferData.GBufferAO = MaterialAO;
DBufferData.ShadingModelID = Export.ShadingModelID;
DBufferData.SelectiveOutputMask = 0;
DBufferData.PerObjectGBufferData = 1;
DBufferData.DiffuseIndirectSampleOcclusion = 0;
DBufferData.Velocity = 0;
DecalCommonOutput(In, Out, EmissiveColor, Opacity, DBufferData);
}
#else
float Coverage = 0.0;
FSubstrateDBuffer DBufferData =(FSubstrateDBuffer)0;
if (SubstrateHeader.SubstrateTree.BSDFCount > 0)
{
const float3 V = MaterialParameters.CameraVector;
// Update tree (coverage/transmittance/luminace weights)
const FSubstrateIntegrationSettings Settings = InitSubstrateIntegrationSettings(false /*bForceFullyRough*/, false /*bRoughDiffuseEnabled*/, 0, false/*bRoughnessTracking*/);
SubstrateHeader.SubstrateUpdateTree(V, Settings);
// Either propagate the BSDF opacity, or use the one for AlphaComposite (premultiplied alpha)
float CoverageOverBackground = SubstrateHeader.SubstrateTree.BSDFs[0].Coverage * DecalFading;
#if SUBSTRATE_USE_PREMULTALPHA_OVERRIDE // AlphaComposite - Premultiplied alpha blending
CoverageOverBackground = GetMaterialOpacity(PixelMaterialInputs) * DecalFading;
#endif
// Since the Convert-To-Decal node forces parameter blending for the entire Substrate tree, the BSDF we are interested in will be in 0.
DBufferData = DecalCommonOutput(Out, SubstrateHeader, SubstrateHeader.SubstrateTree.BSDFs[0], DecalFading, CoverageOverBackground);
}
const float Opacity = DBufferData.Coverage;
const float3 EmissiveColor = DBufferData.Emissive;
#endif
#else // SUBSTRATE_ENABLED
float3 EmissiveColor = GetMaterialEmissive(PixelMaterialInputs);
float Opacity = GetMaterialOpacity(PixelMaterialInputs) * DecalFading;
FGBufferData DBufferData;
DBufferData.WorldNormal = MaterialParameters.WorldNormal;
DBufferData.BaseColor = GetMaterialBaseColor(PixelMaterialInputs);
DBufferData.Metallic = GetMaterialMetallic(PixelMaterialInputs);
DBufferData.Specular = GetMaterialSpecular(PixelMaterialInputs);
DBufferData.Roughness = GetMaterialRoughness(PixelMaterialInputs);
DBufferData.CustomData = 0;
DBufferData.IndirectIrradiance = 0;
DBufferData.PrecomputedShadowFactors = 1;
DBufferData.GBufferAO = GetMaterialAmbientOcclusion(PixelMaterialInputs);
DBufferData.ShadingModelID = SHADINGMODELID_DEFAULT_LIT;
DBufferData.SelectiveOutputMask = 0;
DBufferData.PerObjectGBufferData = 1;
DBufferData.DiffuseIndirectSampleOcclusion = 0;
DBufferData.Velocity = 0;
DecalCommonOutput(In, Out, EmissiveColor, Opacity, DBufferData);
#endif // SUBSTRATE_ENABLED
#if DECAL_RENDERSTAGE == DECAL_RENDERSTAGE_MOBILE
#if DECAL_MOBILE_FORWARD_LIT
Out.MRT[0].rgb = ForwardDecalLighting(
TranslatedWorldPosition,
MaterialParameters.ScreenPosition.xy,
MaterialParameters.ScreenPosition.w,
CameraVector,
MaterialParameters.TangentToWorld[2],
ReflectionAboutCustomWorldNormal(MaterialParameters, MaterialParameters.WorldNormal, false),
DBufferData.WorldNormal,
DBufferData.Specular,
DBufferData.BaseColor,
DBufferData.Metallic,
DBufferData.Roughness,
EmissiveColor,
Opacity);
#endif
#endif
#if MATERIAL_VIRTUALTEXTURE_FEEDBACK
FinalizeVirtualTextureFeedback(
MaterialParameters.VirtualTextureFeedback,
MaterialParameters.SvPosition,
View.VTFeedbackBuffer
);
#endif
}
void FPixelShaderInOut_MainPS(inout FPixelShaderIn In, inout FPixelShaderOut Out)
{
FPixelShaderInOut_MainPS(In, Out, 0);
}
//#define PIXELSHADEROUTPUT_MRT0 (DECAL_RENDERTARGET_COUNT > 0)
//#define PIXELSHADEROUTPUT_MRT1 (DECAL_RENDERTARGET_COUNT > 1)
//#define PIXELSHADEROUTPUT_MRT2 (DECAL_RENDERTARGET_COUNT > 2)
//#define PIXELSHADEROUTPUT_MRT3 (DECAL_RENDERTARGET_COUNT > 3)
//#define PIXELSHADEROUTPUT_MRT4 (DECAL_RENDERTARGET_COUNT > 4)
// all PIXELSHADEROUTPUT_ and "void FPixelShaderInOut_MainPS()" need to be setup before this include
// this include generates the wrapper code to call MainPS()
#include "PixelShaderOutputCommon.ush"
#endif // IS_DECAL