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

32 lines
1.1 KiB
HLSL

// Copyright Epic Games, Inc. All Rights Reserved.
float3 DecodeVelocityFromTexture(float4 In);
#include "HairStrandsVisibilityCommon.ush"
#include "../Common.ush"
#include "/Engine/Generated/Material.ush"
#include "/Engine/Generated/VertexFactory.ush"
#if VERTEXSHADER
void Main(
FVertexFactoryInput Input,
out float4 Position : SV_POSITION,
nointerpolation out uint2 OutResolution : DISPATCH_RESOLUTION,
nointerpolation out uint OutTotalNodeCount : DISPATCH_NODE_COUNT,
nointerpolation out uint OutPrimitiveId : PRIMITIVE_ID)
{
OutTotalNodeCount = MaterialPassParameters.TotalNodeCounter[0];
OutResolution = GetHairSampleResolution(OutTotalNodeCount);
const float2 ClipCoord = ((OutResolution +0.5f) / float2(MaterialPassParameters.MaxResolution)) * 2;
const float2 UV = float2(Input.VertexId & 1, Input.VertexId >> 1);
const float2 Pos = float2(-UV.x, UV.y) * 4 + float2(-1,+1) + float2(ClipCoord.x, -ClipCoord.y);
Position = float4(Pos, 0.5f, 1);
const FVertexFactoryIntermediates VFIntermediates = GetVertexFactoryIntermediates(Input);
OutPrimitiveId = VFIntermediates.SceneData.PrimitiveId;
}
#endif // VERTEXSHADER