60 lines
1.7 KiB
HLSL
60 lines
1.7 KiB
HLSL
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "DeferredShadingCommon.ush"
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#include "PostProcessCommon.ush"
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Texture2D SceneColorTexture;
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SamplerState SceneColorSampler;
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DECLARE_SCALAR_ARRAY(uint, ShadingModelMaskInView, 16);
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void MainPS(noperspective float4 UVAndScreenPos : TEXCOORD0, float4 SvPosition : SV_POSITION, out float4 OutColor : SV_Target0)
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{
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float2 UV = UVAndScreenPos.xy;
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int2 PixelPos = (int2)SvPosition.xy;
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float3 SceneColor = Texture2DSample(SceneColorTexture, SceneColorSampler, UV).rgb;
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FGBufferData GBufferData = GetGBufferData(UV);
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float3 ShadingModelColor = GetShadingModelColor(GBufferData.ShadingModelID);
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OutColor.xyz = ShadingModelColor * lerp(0.8f, 1.0f, Luminance(SceneColor));
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{
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const int2 LegendLeftTop = int2(32, 160);
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const int YStep = 20;
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const int ShadingModelCount = SHADINGMODELID_NUM;
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const int2 LegendSize = int2(220, ShadingModelCount * YStep);
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// (0, 0) .. (1, 1)
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float2 InsetPx = PixelPos - LegendLeftTop;
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float BorderDistance = ComputeDistanceToRect(PixelPos, LegendLeftTop, LegendSize);
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float3 LegendColor = 0.25f; // dark grey
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const int ShadingModelID = (InsetPx.y * ShadingModelCount) / LegendSize.y;
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if (ShadingModelID < ShadingModelCount)
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{
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const bool bValue = GET_SCALAR_ARRAY_ELEMENT(ShadingModelMaskInView, ShadingModelID) != 0;
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float3 LegendShadingModelColor = GetShadingModelColor(ShadingModelID);
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if(InsetPx.x < 20)
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{
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LegendColor = LegendShadingModelColor;
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}
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else
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{
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LegendColor = bValue ? 0.5f : 0.2f;
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}
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}
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// thin black border around the legend
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OutColor.xyz = lerp(float3(0, 0, 0), OutColor.xyz, saturate(BorderDistance - 20));
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OutColor.xyz = lerp(LegendColor, OutColor.xyz, saturate(BorderDistance - 1));
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OutColor.w = 1.0f;
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}
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} |