27 lines
909 B
C++
27 lines
909 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "RendererInterface.h"
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#include "ShaderParameters.h"
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#include "RenderGraphResources.h"
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// Uniform buffer used for translucent material shader
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BEGIN_SHADER_PARAMETER_STRUCT(FOITBasePassUniformParameters, )
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SHADER_PARAMETER(uint32, bOITEnable)
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SHADER_PARAMETER(uint32, OITMethod)
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SHADER_PARAMETER(uint32, MaxSideSamplePerPixel)
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SHADER_PARAMETER(uint32, MaxSamplePerPixel)
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SHADER_PARAMETER(float, TransmittanceThreshold)
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SHADER_PARAMETER_RDG_TEXTURE_UAV(RasterizerOrderedTexture2D<uint>, OutOITSampleCount)
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SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2DArray<uint>, OutOITSampleData)
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END_SHADER_PARAMETER_STRUCT()
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class FViewInfo;
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struct FOITData;
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namespace OIT
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{
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void SetOITParameters(FRDGBuilder& GraphBuilder, const FViewInfo& View, FOITBasePassUniformParameters& OutOIT, const FOITData& InOITData);
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} |