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

92 lines
3.1 KiB
HLSL

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
DepthOnlyVertexShader.hlsl: Depth-only vertex shader.
=============================================================================*/
#include "Common.ush"
#include "/Engine/Generated/Material.ush"
#include "/Engine/Generated/VertexFactory.ush"
#define USE_RAW_WORLD_POSITION ((!MATERIALBLENDING_SOLID || OUTPUT_PIXEL_DEPTH_OFFSET) && USE_WORLD_POSITION_EXCLUDING_SHADER_OFFSETS)
struct FDepthOnlyVSToPS
{
INVARIANT_OUTPUT float4 Position : SV_POSITION;
#if !MATERIALBLENDING_SOLID || OUTPUT_PIXEL_DEPTH_OFFSET
FVertexFactoryInterpolantsVSToPS FactoryInterpolants;
float4 PixelPosition : TEXCOORD6;
#endif
#if USE_RAW_WORLD_POSITION
float3 PixelPositionExcludingWPO : TEXCOORD7;
#endif
};
#define FDepthOnlyVSOutput FDepthOnlyVSToPS
#define VertexFactoryGetInterpolants VertexFactoryGetInterpolantsVSToPS
#if VERTEXSHADER
void Main(
FVertexFactoryInput Input,
out FDepthOnlyVSOutput Output
#if USE_GLOBAL_CLIP_PLANE
, out float OutGlobalClipPlaneDistance : SV_ClipDistance
#endif
, out FStereoVSOutput StereoOutput
)
{
StereoSetupVF(Input, StereoOutput);
FVertexFactoryIntermediates VFIntermediates = GetVertexFactoryIntermediates(Input);
float4 WorldPos = VertexFactoryGetWorldPosition(Input, VFIntermediates);
float4 WorldPositionExcludingWPO = WorldPos;
half3x3 TangentToLocal = VertexFactoryGetTangentToLocal(Input, VFIntermediates);
FMaterialVertexParameters VertexParameters = GetMaterialVertexParameters(Input, VFIntermediates, WorldPos.xyz, TangentToLocal);
// Isolate instructions used for world position offset
// As these cause the optimizer to generate different position calculating instructions in each pass, resulting in self-z-fighting.
// This is only necessary for shaders used in passes that have depth testing enabled.
{
WorldPos.xyz += GetMaterialWorldPositionOffset(VertexParameters);
ApplyMaterialFirstPersonTransform(VertexParameters, WorldPos.xyz);
}
{
float4 RasterizedWorldPosition = VertexFactoryGetRasterizedWorldPosition(Input, VFIntermediates, WorldPos);
Output.Position = INVARIANT(mul(RasterizedWorldPosition, ResolvedView.TranslatedWorldToClip));
}
#if XBOXONE_BIAS_HACK
// XB1 needs a bias in the opposite direction to fix FORT-40853
// XBOXONE_BIAS_HACK is defined only in a custom node in a particular material
// This should be removed with a future shader compiler update
Output.Position.z -= 0.0001 * Output.Position.w;
#endif
#if USE_GLOBAL_CLIP_PLANE
OutGlobalClipPlaneDistance = dot(ResolvedView.GlobalClippingPlane, float4(WorldPos.xyz, 1));
#endif
#if !MATERIALBLENDING_SOLID || OUTPUT_PIXEL_DEPTH_OFFSET
// Masked and transparent materials need texture coords to clip, and tessellated
// materials need texture coords to displace
Output.FactoryInterpolants = VertexFactoryGetInterpolants(Input, VFIntermediates, VertexParameters);
#endif
#if !MATERIALBLENDING_SOLID || OUTPUT_PIXEL_DEPTH_OFFSET
Output.PixelPosition = WorldPos;
#endif
#if USE_RAW_WORLD_POSITION
Output.PixelPositionExcludingWPO = WorldPositionExcludingWPO.xyz;
#endif
}
#endif // VERTEXSHADER