228 lines
7.3 KiB
HLSL
228 lines
7.3 KiB
HLSL
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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PixelShaderOutputCommon.ush: To allow PS input/output passed into functions
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through a single struct, allowing for a more readable code
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(less #ifdefs, reducing the boolean hell)
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=============================================================================*/
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#include "ShaderOutputCommon.ush"
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PIXELSHADER_EARLYDEPTHSTENCIL
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void MainPS
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(
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#if PIXELSHADEROUTPUT_INTERPOLANTS || PIXELSHADEROUTPUT_BASEPASS
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#if IS_NANITE_PASS
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FNaniteFullscreenVSToPS NaniteInterpolants,
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#else
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FVertexFactoryInterpolantsVSToPS Interpolants,
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#endif
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#endif
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#if PIXELSHADEROUTPUT_BASEPASS
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FBasePassInterpolantsVSToPS BasePassInterpolants,
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#elif PIXELSHADEROUTPUT_MESHDECALPASS
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FMeshDecalInterpolants MeshDecalInterpolants,
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#endif
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in INPUT_POSITION_QUALIFIERS float4 SvPosition : SV_Position, // after all interpolators
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in FStereoPSInput StereoInput
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OPTIONAL_IsFrontFace
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#if PIXELSHADEROUTPUT_MRT0
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#if DUAL_SOURCE_COLOR_BLENDING_ENABLED && MATERIAL_WORKS_WITH_DUAL_SOURCE_COLOR_BLENDING
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, out float4 OutTarget0 DUAL_SOURCE_BLENDING_SLOT(0) : SV_Target0
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#else
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, out float4 OutTarget0 : SV_Target0
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#endif
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#endif
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#if PIXELSHADEROUTPUT_MRT1
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#if DUAL_SOURCE_COLOR_BLENDING_ENABLED && MATERIAL_WORKS_WITH_DUAL_SOURCE_COLOR_BLENDING
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, out float4 OutTarget1 DUAL_SOURCE_BLENDING_SLOT(1) : SV_Target1
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#else
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, out float4 OutTarget1 : SV_Target1
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#endif
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#endif
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#if PIXELSHADEROUTPUT_MRT2
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, out float4 OutTarget2 : SV_Target2
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#endif
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#if PIXELSHADEROUTPUT_MRT3
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, out float4 OutTarget3 : SV_Target3
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#endif
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#define SUBSTRATE_OUTPUT_GBUFFER (SUBSTRATE_OPAQUE_DEFERRED && !MATERIAL_IS_SKY && SUBTRATE_GBUFFER_FORMAT==1)
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#if SUBSTRATE_OUTPUT_GBUFFER
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#if SUBSTRATE_BASE_PASS_MRT_OUTPUT_COUNT != 3
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#error Substrate SUBSTRATE_BASE_PASS_MRT_OUTPUT_COUNT has been updated but not the uint MRTs
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#endif
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#if SUBSTRATE_FIRST_MRT_INDEX > 4
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#error Substrate cannot map to such a case
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#endif
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#if SUBSTRATE_FIRST_MRT_INDEX == 4
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, out uint SubstrateOutput4 : SV_Target4
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, out uint SubstrateOutput5 : SV_Target5
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, out uint SubstrateOutput6 : SV_Target6
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, out SUBSTRATE_TOP_LAYER_TYPE SubstrateOutput7 : SV_Target7
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#elif SUBSTRATE_FIRST_MRT_INDEX == 3
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, out uint SubstrateOutput3 : SV_Target3
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, out uint SubstrateOutput4 : SV_Target4
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, out uint SubstrateOutput5 : SV_Target5
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, out SUBSTRATE_TOP_LAYER_TYPE SubstrateOutput6 : SV_Target6
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#elif SUBSTRATE_FIRST_MRT_INDEX == 2
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, out uint SubstrateOutput2 : SV_Target2
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, out uint SubstrateOutput3 : SV_Target3
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, out uint SubstrateOutput4 : SV_Target4
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, out SUBSTRATE_TOP_LAYER_TYPE SubstrateOutput5 : SV_Target5
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#else
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, out uint SubstrateOutput1 : SV_Target1
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, out uint SubstrateOutput2 : SV_Target2
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, out uint SubstrateOutput3 : SV_Target3
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, out SUBSTRATE_TOP_LAYER_TYPE SubstrateOutput4 : SV_Target4
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#endif
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#else // SUBSTRATE_OUTPUT_GBUFFER
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#if PIXELSHADEROUTPUT_MRT4
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, out float4 OutTarget4 : SV_Target4
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#endif
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#if PIXELSHADEROUTPUT_MRT5
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, out float4 OutTarget5 : SV_Target5
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#endif
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#if PIXELSHADEROUTPUT_MRT6
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, out float4 OutTarget6 : SV_Target6
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#endif
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#if PIXELSHADEROUTPUT_MRT7
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, out float4 OutTarget7 : SV_Target7
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#endif
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#endif // SUBSTRATE_OUTPUT_GBUFFER
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// todo: if we are not inside a volumetric decal we could use OPTIONAL_OutDepthConservative for better performance, this would require a shader permutation
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OPTIONAL_OutDepthConservative
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#if PIXELSHADEROUTPUT_COVERAGE || PIXELSHADEROUTPUT_A2C
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#if PIXELSHADEROUTPUT_A2C
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, in uint InCoverage : SV_Coverage
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#endif
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, out uint OutCoverage : SV_Coverage
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#endif
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)
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{
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// ---------------------------------------------------------------------------------
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#if IS_NANITE_PASS && (PIXELSHADEROUTPUT_INTERPOLANTS || PIXELSHADEROUTPUT_BASEPASS)
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FVertexFactoryInterpolantsVSToPS Interpolants = (FVertexFactoryInterpolantsVSToPS)0;
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Interpolants.ViewIndex = NaniteInterpolants.ViewIndex;
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#if INSTANCED_STEREO
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// Nanite fullscreen VS is run for the whole side-by-side RT and the primary (left) view is View0 so figure out EyeIndex based on that - cannot do it in VS since quads can span views.
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// Revisit if we need to support > 1 instanced view or non side-by-side views
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Interpolants.EyeIndex = (SvPosition.x >= (View.ViewRectMin.x + View.ViewSizeAndInvSize.x)) ? 1 : 0;
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#endif
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#endif
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FPixelShaderIn PixelShaderIn = (FPixelShaderIn)0;
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FPixelShaderOut PixelShaderOut = (FPixelShaderOut)0;
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#if PIXELSHADEROUTPUT_COVERAGE || PIXELSHADEROUTPUT_A2C
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#if PIXELSHADEROUTPUT_A2C
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PixelShaderIn.Coverage = InCoverage;
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#else
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PixelShaderIn.Coverage = 0xF;
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#endif
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PixelShaderOut.Coverage = PixelShaderIn.Coverage;
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#endif
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PixelShaderIn.SvPosition = SvPosition;
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PixelShaderIn.bIsFrontFace = bIsFrontFace;
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StereoSetupPS(StereoInput);
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#if PIXELSHADEROUTPUT_BASEPASS
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FPixelShaderInOut_MainPS(Interpolants, BasePassInterpolants, PixelShaderIn, PixelShaderOut, GetEyeIndex(StereoInput));
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#elif PIXELSHADEROUTPUT_MESHDECALPASS
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FPixelShaderInOut_MainPS(Interpolants, MeshDecalInterpolants, PixelShaderIn, PixelShaderOut, GetEyeIndex(StereoInput));
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#elif PIXELSHADEROUTPUT_INTERPOLANTS
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FPixelShaderInOut_MainPS(Interpolants, PixelShaderIn, PixelShaderOut);
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#else
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FPixelShaderInOut_MainPS(PixelShaderIn, PixelShaderOut, GetEyeIndex(StereoInput));
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#endif
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#if PIXELSHADEROUTPUT_MRT0
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OutTarget0 = PixelShaderOut.MRT[0];
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#endif
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#if PIXELSHADEROUTPUT_MRT1
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OutTarget1 = PixelShaderOut.MRT[1];
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#endif
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#if PIXELSHADEROUTPUT_MRT2
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OutTarget2 = PixelShaderOut.MRT[2];
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#endif
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#if PIXELSHADEROUTPUT_MRT3
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OutTarget3 = PixelShaderOut.MRT[3];
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#endif
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#if SUBSTRATE_OUTPUT_GBUFFER
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// In this case, here is the gbuffer pattern
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// MRT0 is pixel color
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// MRT1 is velocity if enabled or precomputed shadow if velocity if disabled and precomputed shadow enabled
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// MRT2 is precomputed shadow if both velocity and prec shadow are enabled.
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// After, Substrate output are appended (3 uint output)
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#if SUBSTRATE_FIRST_MRT_INDEX == 4
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SubstrateOutput4 = PixelShaderOut.SubstrateOutput[0];
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SubstrateOutput5 = PixelShaderOut.SubstrateOutput[1];
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SubstrateOutput6 = PixelShaderOut.SubstrateOutput[2];
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SubstrateOutput7 = PixelShaderOut.SubstrateTopLayerData;
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#elif SUBSTRATE_FIRST_MRT_INDEX == 3
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SubstrateOutput3 = PixelShaderOut.SubstrateOutput[0];
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SubstrateOutput4 = PixelShaderOut.SubstrateOutput[1];
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SubstrateOutput5 = PixelShaderOut.SubstrateOutput[2];
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SubstrateOutput6 = PixelShaderOut.SubstrateTopLayerData;
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#elif SUBSTRATE_FIRST_MRT_INDEX == 2
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SubstrateOutput2 = PixelShaderOut.SubstrateOutput[0];
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SubstrateOutput3 = PixelShaderOut.SubstrateOutput[1];
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SubstrateOutput4 = PixelShaderOut.SubstrateOutput[2];
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SubstrateOutput5 = PixelShaderOut.SubstrateTopLayerData;
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#else
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SubstrateOutput1 = PixelShaderOut.SubstrateOutput[0];
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SubstrateOutput2 = PixelShaderOut.SubstrateOutput[1];
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SubstrateOutput3 = PixelShaderOut.SubstrateOutput[2];
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SubstrateOutput4 = PixelShaderOut.SubstrateTopLayerData;
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#endif
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#else // SUBSTRATE_OUTPUT_GBUFFER
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#if PIXELSHADEROUTPUT_MRT4
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OutTarget4 = PixelShaderOut.MRT[4];
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#endif
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#if PIXELSHADEROUTPUT_MRT5
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OutTarget5 = PixelShaderOut.MRT[5];
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#endif
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#if PIXELSHADEROUTPUT_MRT6
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OutTarget6 = PixelShaderOut.MRT[6];
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#endif
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#if PIXELSHADEROUTPUT_MRT7
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OutTarget7 = PixelShaderOut.MRT[7];
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#endif
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#endif // SUBSTRATE_OUTPUT_GBUFFER
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#if PIXELSHADEROUTPUT_COVERAGE || PIXELSHADEROUTPUT_A2C
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OutCoverage = PixelShaderOut.Coverage;
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#endif
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#if OUTPUT_PIXEL_DEPTH_OFFSET
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OutDepth = PixelShaderOut.Depth;
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#endif
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}
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