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

574 lines
20 KiB
HLSL

// Copyright Epic Games, Inc. All Rights Reserved.
/**
* TranslucentLightInjectionShaders.usf: Shaders for calculating lighting in a volume to use on translucency
*/
#include "Common.ush"
#include "SHCommon.ush"
#include "ComputeShaderUtils.ush"
#define TREAT_MAXDEPTH_UNSHADOWED 1
#if INJECTION_PIXEL_SHADER
#include "/Engine/Generated/Material.ush"
#include "VolumeLightingCommon.ush"
#endif
#include "DynamicLightingCommon.ush"
#define SUPPORT_CONTACT_SHADOWS 0
#include "DeferredLightingCommon.ush"
uint VolumeCascadeIndex;
float4 SimpleLightPositionAndRadius;
float4 SimpleLightColorAndExponent;
#if RADIAL_ATTENUATION==0
#define USE_CLOUD_TRANSMITTANCE 1
#include "VolumetricCloudCommon.ush"
uint VolumetricCloudShadowEnabled;
#include "/Engine/Private/SkyAtmosphereCommon.ush"
uint AtmospherePerPixelTransmittanceEnabled;
#endif
#if VIRTUAL_SHADOW_MAP
#include "VirtualShadowMaps/VirtualShadowMapProjectionCommon.ush"
#endif
#ifndef ADAPTIVE_VOLUMETRIC_SHADOW_MAP
#define ADAPTIVE_VOLUMETRIC_SHADOW_MAP 0
#endif // ADAPTIVE_VOLUMETRIC_SHADOW_MAP
#if ADAPTIVE_VOLUMETRIC_SHADOW_MAP
#include "HeterogeneousVolumes/HeterogeneousVolumesAdaptiveVolumetricShadowMapSampling.ush"
#endif // ADAPTIVE_VOLUMETRIC_SHADOW_MAP
// To use DEBUG_ONE_VOXEL, one must enable ShaderPrint from TranslucentLighting.cpp.
#define DEBUG_ONE_VOXEL 0
#if DEBUG_ONE_VOXEL
#include "/Engine/Private/ShaderPrint.ush"
#endif
float3 GetTranslatedWorldPosition(float2 UV, uint LayerIndex)
{
float ZPosition = View.TranslucencyLightingVolumeMin[VolumeCascadeIndex].z + (LayerIndex + .5f) * View.TranslucencyLightingVolumeInvSize[VolumeCascadeIndex].w;
float3 TranslatedWorldPosition = float3(View.TranslucencyLightingVolumeMin[VolumeCascadeIndex].xy + UV / View.TranslucencyLightingVolumeInvSize[VolumeCascadeIndex].xy, ZPosition);
return TranslatedWorldPosition;
}
float3 GetTranslatedWorldPosition(uint3 VolumeCoord)
{
return View.TranslucencyLightingVolumeMin[VolumeCascadeIndex].xyz + (VolumeCoord + .5f) * View.TranslucencyLightingVolumeInvSize[VolumeCascadeIndex].w;
}
void AccumulateSHLighting(
float3 NormalizedLightVector,
float3 Lighting,
float DirectionalLightContribution,
inout float4 OutColor0,
inout float4 OutColor1)
{
FTwoBandSHVectorRGB SHLighting = MulSH(SHBasisFunction(NormalizedLightVector), Lighting);
// Directional light contribution in w
OutColor0 += float4(SHLighting.R.V.x, SHLighting.G.V.x, SHLighting.B.V.x, DirectionalLightContribution);
float3 LuminanceWeights = LuminanceFactors();
float3 Coefficient0 = float3(SHLighting.R.V.y, SHLighting.G.V.y, SHLighting.B.V.y);
float3 Coefficient1 = float3(SHLighting.R.V.z, SHLighting.G.V.z, SHLighting.B.V.z);
float3 Coefficient2 = float3(SHLighting.R.V.w, SHLighting.G.V.w, SHLighting.B.V.w);
OutColor1 += float4(dot(Coefficient0, LuminanceWeights), dot(Coefficient1, LuminanceWeights), dot(Coefficient2, LuminanceWeights), 0);
}
float CalcSimpleLightAttenuation(float3 TranslatedWorldPosition)
{
float3 WorldLightVector = SimpleLightPositionAndRadius.xyz - TranslatedWorldPosition;
float Attenuation = 1;
if (SimpleLightColorAndExponent.w == 0)
{
float DistanceSqr = dot( WorldLightVector, WorldLightVector );
// Sphere falloff (technically just 1/d2 but this avoids inf)
Attenuation = 1 / ( DistanceSqr + 1 );
float LightRadiusMask = Square(saturate(1 - Square(DistanceSqr / (SimpleLightPositionAndRadius.w * SimpleLightPositionAndRadius.w))));
Attenuation *= LightRadiusMask;
}
else
{
Attenuation = RadialAttenuation(WorldLightVector / SimpleLightPositionAndRadius.w, SimpleLightColorAndExponent.w);
}
return Attenuation;
}
float3 GetTranslatedWorldPositionForLighting(float3 TranslatedWorldPosition, float3 NormalizedLightVector)
{
float VoxelSize = View.TranslucencyLightingVolumeInvSize[VolumeCascadeIndex].w;
// Push out the position for lighting in the oposite direction of the L vector
// to make sure we always have half a voxel distance from the light to avoid overblown lighting intensities.
float3 LightingOffset = -NormalizedLightVector * 0.5f * VoxelSize;
return TranslatedWorldPosition + LightingOffset;
}
/** Pixel shader that calculates direct lighting for a simple light (unshadowed point light) for all the affected voxels of a volume texture. */
void SimpleLightInjectMainPS(
FWriteToSliceGeometryOutput Input,
out float4 OutColor0 : SV_Target0,
out float4 OutColor1 : SV_Target1
)
{
OutColor0 = 0;
OutColor1 = 0;
float3 TranslatedWorldPosition = GetTranslatedWorldPosition(Input.Vertex.UV, Input.LayerIndex);
float3 NormalizedLightVector = normalize(SimpleLightPositionAndRadius.xyz - TranslatedWorldPosition);
float3 TranslatedWorldPositionForLighting = GetTranslatedWorldPositionForLighting(TranslatedWorldPosition, NormalizedLightVector);
float Attenuation = CalcSimpleLightAttenuation(TranslatedWorldPositionForLighting);
float3 Lighting = SimpleLightColorAndExponent.rgb / PI * Attenuation;
float DirectionalLightContribution = 0.0f;
AccumulateSHLighting(NormalizedLightVector, Lighting, DirectionalLightContribution,
OutColor0, OutColor1);
}
float GetBorderLerpFactorFromVolumeUVs(float3 VolumeUVs)
{
// Larger values result in a shorter transition distance
float TransitionScale = 10;
// Rescale the UVs to make the fade go to 0 before the edge of the volume
float3 FadeUVs = VolumeUVs * (1 + 4 * View.TranslucencyLightingVolumeMin[VolumeCascadeIndex].w) - 2 * View.TranslucencyLightingVolumeMin[VolumeCascadeIndex].w;
// Setup a 3d lerp factor going to 0 near the edge of the outer volume
float3 LerpFactors = saturate((.5f - abs(FadeUVs - .5f)) * TransitionScale);
float FinalLerpFactor = LerpFactors.x * LerpFactors.y * LerpFactors.z;
return FinalLerpFactor;
}
float GetBorderLerpFactor(float2 UV, uint LayerIndex)
{
const float3 VolumeUVs = float3(UV, (LayerIndex + .5f) * View.TranslucencyLightingVolumeMin[VolumeCascadeIndex].w);
return GetBorderLerpFactorFromVolumeUVs(VolumeUVs);
}
float GetBorderLerpFactor(uint3 VolumeCoord)
{
const float3 VolumeUVs = (VolumeCoord + 0.5f) * View.TranslucencyLightingVolumeMin[VolumeCascadeIndex].w;
return GetBorderLerpFactorFromVolumeUVs(VolumeUVs);
}
float GetTranslucencyVolumeLocalLightAttenuation(float3 TranslatedWorldPosition, FDeferredLightData LightData)
{
float3 ToLight, L;
float Attenuation = GetLocalLightAttenuation(TranslatedWorldPosition, LightData, ToLight, L);
if (LightData.bRectLight)
{
if (Attenuation > 0.0f)
{
// Use a more accurate rect light approximation
FRect Rect = GetRect(ToLight, LightData);
Attenuation *= IntegrateLight(Rect);
}
}
else if (LightData.bInverseSquared)
{
// This path still uses the legacy local light attenuation, so add that back in
float DistanceSqr = dot(ToLight, ToLight);
Attenuation *= 1.0f / (DistanceSqr + 1.0f);
}
return Attenuation;
}
#if INJECTION_PIXEL_SHADER
#include "LightDataUniforms.ush"
#include "LightFunctionCommon.ush"
// WorldSpace planes to clip the cascade for ShadoewMethod1
float4 ClippingPlanes[2];
/** 1 if the light is a spotlight, 0 otherwise. */
float SpotlightMask;
float GetLightFunctionShadowFactor(float3 TranslatedWorldPositionForLighting)
{
float ShadowFactor = 1;
// Apply light function after edge fading, so that a black light function at the edges can cause distant translucency to also be black
#if APPLY_LIGHT_FUNCTION
float4 LightVector = mul(float4(TranslatedWorldPositionForLighting, 1),LightFunctionTranslatedWorldToLight);
LightVector.xyz /= LightVector.w;
float3 LightFunction = GetLightFunctionColor(LightVector.xyz, TranslatedWorldPositionForLighting);
// We only suport monochrome light functions
ShadowFactor = dot(LightFunction, .3333f).x;
#endif
return ShadowFactor;
}
int VirtualShadowMapId;
/** Pixel shader that calculates direct lighting for all the affected voxels of a volume texture. */
void InjectMainPS(
FWriteToSliceGeometryOutput Input,
out float4 OutColor0 : SV_Target0,
out float4 OutColor1 : SV_Target1
)
{
ResolvedView = ResolveView();
OutColor0 = 0;
OutColor1 = 0;
float3 TranslatedWorldPosition = GetTranslatedWorldPosition(Input.Vertex.UV, Input.LayerIndex);
FDeferredLightData LightData = InitDeferredLightFromUniforms();
float3 LightVector = LightData.Direction;
// 0: no contribution, 1:full contribution
float Masking = 1.0f;
#if DEBUG_ONE_VOXEL
const float DebugVoxelSize = View.TranslucencyLightingVolumeInvSize[VolumeCascadeIndex].w;
const float DebugHalfVoxelSize = DebugVoxelSize * 0.5f;
const float3 WorldPosition = (TranslatedWorldPosition - DFDemote(PrimaryView.PreViewTranslation));
const int3 IntegerPos = (int3)(WorldPosition / (DebugVoxelSize));
// Enable shader print for a single voxel containing VoxelIncludedWorldPosition for cascade 0.
const float3 VoxelIncludedWorldPosition = float3(0.5, 0.5, 0.5);
FShaderPrintContext Context = InitShaderPrintContext(all((WorldPosition - DebugHalfVoxelSize) <= VoxelIncludedWorldPosition) && all((WorldPosition + DebugHalfVoxelSize) > VoxelIncludedWorldPosition) && VolumeCascadeIndex == 0, uint2(200, 200));
AddAABBTWS(Context, TranslatedWorldPosition - DebugHalfVoxelSize, TranslatedWorldPosition + DebugHalfVoxelSize, float4(1, 1, 1, 1));
AddSphereTWS(Context, TranslatedWorldPosition, 2.0f, float4(0, 1, 0, 1));
#endif
#if RADIAL_ATTENUATION
{
// cull voxels outside the light radius (value is < 0)
LightVector = LightData.TranslatedWorldPosition - TranslatedWorldPosition;
clip(1.0f / (LightData.InvRadius * LightData.InvRadius) - dot(LightVector, LightVector));
}
#else
{
// directional light
float DistToNear = -dot(ClippingPlanes[0], float4(TranslatedWorldPosition, 1));
float DistToFar = -dot(ClippingPlanes[1], float4(TranslatedWorldPosition, 1));
// cull volumes outside the cascade (value is < 0)
clip(DistToNear);
clip(DistToFar);
// fade cascade transition regions (additivebly blended so it does a cross fade)
Masking *= saturate(DistToNear * ShadowInjectParams.x);
Masking *= saturate(DistToFar * ShadowInjectParams.y);
}
#endif
float3 NormalizedLightVector = normalize(LightVector);
float3 TranslatedWorldPositionForLighting = GetTranslatedWorldPositionForLighting(TranslatedWorldPosition, NormalizedLightVector);
#if DEBUG_ONE_VOXEL
AddSphereTWS(Context, TranslatedWorldPositionForLighting, 5.0f, float4(0, 1, 1, 1));
#endif
{
float Attenuation = 1.0f;
float ShadowFactor = 1.0f;
#if RADIAL_ATTENUATION
Attenuation *= GetTranslucencyVolumeLocalLightAttenuation(TranslatedWorldPositionForLighting, LightData);
#endif
{
bool bUnused = false;
ShadowFactor *= ComputeVolumeShadowing(
TranslatedWorldPositionForLighting,
// Maintain the legacy logic of "spotlight" vs "everything else"
!LightData.bSpotLight,
LightData.bSpotLight,
bUnused);
}
#if VIRTUAL_SHADOW_MAP
FVirtualShadowMapSampleResult VirtualShadowMapSample = SampleVirtualShadowMapTranslatedWorld(VirtualShadowMapId, TranslatedWorldPositionForLighting);
ShadowFactor *= VirtualShadowMapSample.ShadowFactor;
#endif
#if ADAPTIVE_VOLUMETRIC_SHADOW_MAP
ShadowFactor *= AVSM_SampleTransmittance(TranslatedWorldPositionForLighting, LightData.TranslatedWorldPosition);
#endif // ADAPTIVE_VOLUMETRIC_SHADOW_MAP
// Apply light function (it will also fade out at the edge of the volume so overall dimming of light using light function is not a recommended workflow)
ShadowFactor *= GetLightFunctionShadowFactor(TranslatedWorldPositionForLighting);
#if RADIAL_ATTENUATION==0
// Apply cloud shadow for atmosphere directional lights only if needed
if (VolumetricCloudShadowEnabled > 0)
{
float OutOpticalDepth = 0.0f;
ShadowFactor *= lerp(1.0f, GetCloudVolumetricShadow(TranslatedWorldPositionForLighting, CloudShadowmapTranslatedWorldToLightClipMatrix, CloudShadowmapFarDepthKm, CloudShadowmapTexture, CloudShadowmapSampler, OutOpticalDepth), CloudShadowmapStrength);
}
#endif
if (VolumeCascadeIndex == 1)
{
float FinalLerpFactor = GetBorderLerpFactor(Input.Vertex.UV, Input.LayerIndex);
#if RADIAL_ATTENUATION
// For local lights, fade attenuation to 0 for the border voxels
Attenuation = lerp(0, Attenuation, FinalLerpFactor);
ShadowFactor = lerp(0.0f, ShadowFactor, FinalLerpFactor);
#else
// Fade out shadowing for the border voxels
// The border voxels are used to light all translucency outside of both lighting volumes
ShadowFactor = lerp(1.0f, ShadowFactor, FinalLerpFactor);
#endif
}
float3 Lighting = LightData.Color / PI * Attenuation * ShadowFactor;
#if RADIAL_ATTENUATION==0
// Apply color atmosphere transmittance for atmosphere directional lights only if ndeeded
if (AtmospherePerPixelTransmittanceEnabled > 0)
{
const float3 TranslatedWorldPlanetCenterToPos = (TranslatedWorldPositionForLighting - View.SkyPlanetTranslatedWorldCenterAndViewHeight.xyz) * CM_TO_SKY_UNIT;
Lighting *= GetAtmosphereTransmittance(TranslatedWorldPlanetCenterToPos, NormalizedLightVector, View.SkyAtmosphereBottomRadiusKm, View.SkyAtmosphereTopRadiusKm, View.TransmittanceLutTexture, View.TransmittanceLutTextureSampler);
}
#endif
float DirectionalLightContribution = 0;
#if !RADIAL_ATTENUATION
DirectionalLightContribution = Attenuation * ShadowFactor;
#endif
AccumulateSHLighting(NormalizedLightVector, Lighting, DirectionalLightContribution,
OutColor0, OutColor1);
}
// debug, make inner cascase green
// if(VolumeCascadeIndex == 0) OutColor0 = float4(0,1,0,1);
OutColor0 *= Masking;
OutColor1 *= Masking;
}
#endif // #if INJECTION_PIXEL_SHADER
#ifdef InjectBatchMainCS
#include "LightGridCommon.ush"
#include "LightData.ush"
#include "LightFunctionAtlas/LightFunctionAtlasCommon.usf"
//int VirtualShadowMapId;
StructuredBuffer<uint> BatchedLocalLights;
uint MaxBatchedLocalLights;
uint3 VolumeSize;
RWTexture3D<float4> RWTranslucencyLightingVolumeAmbient;
RWTexture3D<float4> RWTranslucencyLightingVolumeDirectional;
#if !USE_UAV_TYPED_LOAD
Texture3D<float4> TranslucencyLightingVolumeAmbient;
Texture3D<float4> TranslucencyLightingVolumeDirectional;
#endif
#if INDIRECT_VOXEL_DISPATCH
StructuredBuffer<uint> VoxelAllocator;
StructuredBuffer<uint> VoxelData;
#endif
/** Compute shader that calculates direct lighting for all the affected voxels of a volume texture. */
[numthreads(THREADGROUP_SIZE_X, THREADGROUP_SIZE_Y, THREADGROUP_SIZE_Z)]
void InjectBatchMainCS(
uint3 DispatchThreadId : SV_DispatchThreadID,
uint3 GroupId : SV_GroupID,
uint GroupIndex : SV_GroupIndex)
{
#if INDIRECT_VOXEL_DISPATCH
const uint VoxelIndex = GetUnWrappedDispatchThreadId(GroupId, GroupIndex, THREADGROUP_SIZE_X);
if (VoxelIndex >= VoxelAllocator[0])
{
return;
}
const uint PackedVolumeCoord = VoxelData[VoxelIndex];
const uint3 VolumeCoord = uint3(PackedVolumeCoord & 0x3FF, (PackedVolumeCoord >> 10) & 0x3FF, (PackedVolumeCoord >> 20) & 0x3FF);
#else
const uint3 VolumeCoord = DispatchThreadId.xyz;
if (any(VolumeCoord >= VolumeSize))
{
return;
}
#endif
float4 OutColor0 = 0;
float4 OutColor1 = 0;
float3 TranslatedWorldPosition = GetTranslatedWorldPosition(VolumeCoord);
const uint NumUints = (MaxBatchedLocalLights + 31U) / 32U;
for (uint UintIndex = 0; UintIndex < NumUints; ++UintIndex)
{
uint CurrentMask = BatchedLocalLights[UintIndex];
while (CurrentMask != 0)
{
int BitIndex = firstbitlow(CurrentMask);
CurrentMask = CurrentMask & ~(1U << BitIndex);
uint LocalLightIndex = 32U * UintIndex + BitIndex;
{
FLocalLightData LocalLightData = GetLocalLightData(LocalLightIndex, 0);
FDeferredLightData LightData = ConvertToDeferredLight(LocalLightData);
float3 LightVector = LightData.TranslatedWorldPosition - TranslatedWorldPosition;
if (rcp(Square(LightData.InvRadius)) > dot(LightVector, LightVector))
{
float3 NormalizedLightVector = normalize(LightVector);
float3 TranslatedWorldPositionForLighting = GetTranslatedWorldPositionForLighting(TranslatedWorldPosition, NormalizedLightVector);
float Attenuation = GetTranslucencyVolumeLocalLightAttenuation(TranslatedWorldPositionForLighting, LightData);
float ShadowFactor = 1.0f;
if (Attenuation > 0.0f)
{
#if VIRTUAL_SHADOW_MAP
if (LocalLightData.Internal.VirtualShadowMapId != INDEX_NONE)
{
FVirtualShadowMapSampleResult VirtualShadowMapSample = SampleVirtualShadowMapTranslatedWorld(LocalLightData.Internal.VirtualShadowMapId, TranslatedWorldPositionForLighting);
ShadowFactor *= VirtualShadowMapSample.ShadowFactor;
}
#endif
if (VolumeCascadeIndex == 1)
{
float FinalLerpFactor = GetBorderLerpFactor(VolumeCoord);
// For local lights, fade attenuation to 0 for the border voxels
Attenuation = lerp(0, Attenuation, FinalLerpFactor);
ShadowFactor = lerp(0.0f, ShadowFactor, FinalLerpFactor);
}
FLightFunctionColor LightFunctionColor = 1.0f;
#if USE_LIGHT_FUNCTION_ATLAS
LightFunctionColor = GetLocalLightFunctionCommon(TranslatedWorldPosition, LightData.LightFunctionAtlasLightIndex);
#endif
float3 Lighting = LightFunctionColor * LightData.Color / PI * Attenuation * ShadowFactor;
float DirectionalLightContribution = 0;
AccumulateSHLighting(NormalizedLightVector, Lighting, DirectionalLightContribution,
OutColor0, OutColor1);
}
}
}
}
}
#if USE_UAV_TYPED_LOAD
RWTranslucencyLightingVolumeAmbient[VolumeCoord] = RWTranslucencyLightingVolumeAmbient[VolumeCoord] + OutColor0;
RWTranslucencyLightingVolumeDirectional[VolumeCoord] = RWTranslucencyLightingVolumeDirectional[VolumeCoord] + OutColor1;
#else
RWTranslucencyLightingVolumeAmbient[VolumeCoord] = TranslucencyLightingVolumeAmbient[VolumeCoord] + OutColor0;
RWTranslucencyLightingVolumeDirectional[VolumeCoord] = TranslucencyLightingVolumeDirectional[VolumeCoord] + OutColor1;
#endif
}
#endif // InjectBatchMainCS
#ifdef InjectMegaLightsCS
uint3 VolumeSize;
RWTexture3D<float4> RWTranslucencyLightingVolumeAmbient;
RWTexture3D<float4> RWTranslucencyLightingVolumeDirectional;
#if !USE_UAV_TYPED_LOAD
Texture3D<float4> TranslucencyLightingVolumeAmbient;
Texture3D<float4> TranslucencyLightingVolumeDirectional;
#endif
Texture3D<float4> MegaLightsAmbient;
Texture3D<float4> MegaLightsDirectional;
#if INDIRECT_VOXEL_DISPATCH
StructuredBuffer<uint> VoxelAllocator;
StructuredBuffer<uint> VoxelData;
#endif
[numthreads(THREADGROUP_SIZE_X, THREADGROUP_SIZE_Y, THREADGROUP_SIZE_Z)]
void InjectMegaLightsCS(
uint3 DispatchThreadId : SV_DispatchThreadID,
uint3 GroupId : SV_GroupID,
uint GroupIndex : SV_GroupIndex)
{
#if INDIRECT_VOXEL_DISPATCH
const uint VoxelIndex = GetUnWrappedDispatchThreadId(GroupId, GroupIndex, THREADGROUP_SIZE_X);
if (VoxelIndex >= VoxelAllocator[0])
{
return;
}
const uint PackedVolumeCoord = VoxelData[VoxelIndex];
const uint3 VolumeCoord = uint3(PackedVolumeCoord & 0x3FF, (PackedVolumeCoord >> 10) & 0x3FF, (PackedVolumeCoord >> 20) & 0x3FF);
#else
const uint3 VolumeCoord = DispatchThreadId.xyz;
if (any(VolumeCoord >= VolumeSize))
{
return;
}
#endif
float4 Ambient = MegaLightsAmbient[VolumeCoord];
float4 Directional = MegaLightsDirectional[VolumeCoord];
if (VolumeCascadeIndex == 1)
{
float FinalLerpFactor = GetBorderLerpFactor(VolumeCoord);
// For local lights, fade attenuation to 0 for the border voxels
Ambient = lerp(0, Ambient, FinalLerpFactor);
Directional = lerp(0.0f, Directional, FinalLerpFactor);
}
#if USE_UAV_TYPED_LOAD
RWTranslucencyLightingVolumeAmbient[VolumeCoord] = RWTranslucencyLightingVolumeAmbient[VolumeCoord] + Ambient;
RWTranslucencyLightingVolumeDirectional[VolumeCoord] = RWTranslucencyLightingVolumeDirectional[VolumeCoord] + Directional;
#else
RWTranslucencyLightingVolumeAmbient[VolumeCoord] = TranslucencyLightingVolumeAmbient[VolumeCoord] + Ambient;
RWTranslucencyLightingVolumeDirectional[VolumeCoord] = TranslucencyLightingVolumeDirectional[VolumeCoord] + Directional;
#endif
}
#endif // InjectMegaLightsCS
#if CLEAR_COMPUTE_SHADER
RWTexture3D<float4> RWAmbient0;
RWTexture3D<float4> RWDirectional0;
RWTexture3D<float4> RWAmbient1;
RWTexture3D<float4> RWDirectional1;
[numthreads(CLEAR_BLOCK_SIZE, CLEAR_BLOCK_SIZE, CLEAR_BLOCK_SIZE)]
void ClearTranslucentLightingVolumeCS(
uint3 GroupId : SV_GroupID,
uint3 DispatchThreadId : SV_DispatchThreadID,
uint3 GroupThreadId : SV_GroupThreadID)
{
uint3 Index = uint3(GroupId.x * CLEAR_BLOCK_SIZE + GroupThreadId.x, GroupId.y * CLEAR_BLOCK_SIZE + GroupThreadId.y, GroupId.z * CLEAR_BLOCK_SIZE + GroupThreadId.z);
RWAmbient0[Index.xyz] = float4(0.0, 0.0, 0.0, 0.0);
RWDirectional0[Index.xyz] = float4(0.0, 0.0, 0.0, 0.0);
RWAmbient1[Index.xyz] = float4(0.0, 0.0, 0.0, 0.0);
RWDirectional1[Index.xyz] = float4(0.0, 0.0, 0.0, 0.0);
}
#endif