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

107 lines
3.7 KiB
HLSL

// Copyright Epic Games, Inc. All Rights Reserved.
#include "/Engine/Private/Common.ush"
#include "/Engine/Shared/MaterialCacheDefinitions.h"
#include "/Engine/Private/GammaCorrectionCommon.ush"
#include "/Engine/Private/MaterialCache/MaterialCacheCommon.ush"
#define SceneTexturesStruct MaterialCachePass.SceneTextures
#define EyeAdaptationStruct MaterialCachePass
#include "/Engine/Generated/Material.ush"
#include "/Engine/Generated/VertexFactory.ush"
#include "/Engine/Private/Nanite/NaniteShadeCommon.ush"
#include "/Engine/Private/MortonCode.ush"
#include "/Engine/Public/RootConstants.ush"
#include "/Engine/Public/BindlessResources.ush"
#include "/Engine/Shared/MaterialCacheDefinitions.h"
COMPILER_ALLOW_CS_DERIVATIVES
Buffer<uint> PageIndirections;
StructuredBuffer<FMaterialCacheBinData> ShadingBinData;
FMaterialPixelParameters GetMaterialPixelParameters(in FMaterialCacheBinData BinData, uint2 ThreadIndex)
{
FMaterialPixelParameters Out = (FMaterialPixelParameters)0;
Out.PrimitiveId = BinData.PrimitiveData.x;
// Scale the coordinate by the current thread
// TODO[MP]: Coordinate index
#if NUM_TEX_COORD_INTERPOLATORS
Out.TexCoords[0] = BinData.UVMinAndThreadAdvance.xy + BinData.UVMinAndThreadAdvance.zw * ThreadIndex;
#endif // NUM_TEX_COORD_INTERPOLATORS
return Out;
}
float4 ShadeAttributes(in FMaterialCacheBinData BinData, uint2 ThreadIndex)
{
ResolvedView = ResolveView();
FVertexFactoryInterpolantsVSToPS Interpolants = (FVertexFactoryInterpolantsVSToPS)0;
Interpolants.PixelPos = ThreadIndex;
float4 SvPosition = float4(ThreadIndex + 0.5f.xx, 0.0f, 1.0f);
const float4 ScreenPosition = SvPositionToResolvedScreenPosition(SvPosition);
const float3 TranslatedWorldPosition = SvPositionToResolvedTranslatedWorld(SvPosition);
FMaterialPixelParameters MaterialParameters = GetMaterialPixelParameters(BinData, ThreadIndex);
FPixelMaterialInputs PixelMaterialInputs;
CalcMaterialParametersEx(MaterialParameters, PixelMaterialInputs, SvPosition, ScreenPosition, true, TranslatedWorldPosition, TranslatedWorldPosition);
// Handle opacity
#if MATERIALBLENDING_ANY_TRANSLUCENT
bool bClipped = GetMaterialOpacity(PixelMaterialInputs) - 1e-2f < 0.0f;
#elif MATERIALBLENDING_MASKED // MATERIALBLENDING_ANY_TRANSLUCENT
bool bClipped = GetMaterialMask(PixelMaterialInputs) < 0.0f;
#else // MATERIALBLENDING_MASKED
bool bClipped = false;
#endif // MATERIALBLENDING_MASKED
// If clipped, assume black
if (bClipped)
{
return 0.0f;
}
#if NUM_MATERIAL_OUTPUTS_GETMATERIALCACHE > 0
return float4(GetMaterialCache0(MaterialParameters).xyz, 1.0f);
#else // NUM_MATERIAL_OUTPUTS_GETMATERIALCACHE > 0
return float4(1, 0, 0, 1);
#endif // NUM_MATERIAL_OUTPUTS_GETMATERIALCACHE > 0
}
[numthreads(64, 1, 1)]
void Main(uint3 DTid : SV_DispatchThreadID)
{
const uint PageIndex = PageIndirections[GetRootConstant0() + DTid.y];
const FMaterialCacheFFBlend FFBlend = (FMaterialCacheFFBlend)GetRootConstant1();
const FMaterialCacheBinData BinData = ShadingBinData[PageIndex];
// Tile width guaranteed to be power of two, Morton is fine
const uint2 PagePixelPos = MortonDecode(DTid.x);
const uint2 PhysicalPixelPos = BinData.PhysicalCoordinate + PagePixelPos;
// Always uniform addressing
RWTexture2D<float4> PhysicalTarget = GetUAVFromHeap(RWTexture2D<float4>, BinData.PhysicalBindlessHandle);
// Shader against the current layer
float4 ShadedAttribute = ShadeAttributes(BinData, PagePixelPos);
// Development blending
switch (FFBlend)
{
case FMaterialCacheFFBlend::None:
break;
case FMaterialCacheFFBlend::Additive:
ShadedAttribute += PhysicalTarget[PhysicalPixelPos];
break;
}
PhysicalTarget[PhysicalPixelPos] = float4(LinearToSrgbBranchless(ShadedAttribute.xyz), 1.0f);
}