UE4阴影渲染-Shader-ShadowDepthPixelShader.usf

// Copyright Epic Games, Inc. All Rights Reserved.

/*=============================================================================
	ShadowDepthPixelShader.usf: Pixel shader for writing shadow depth.
=============================================================================*/

// needs to before Common.usf
#define SHADOW_DEPTH_SHADER 1
#define USE_STENCIL_LOD_DITHER	0

#include "LPVListEntry.ush"
#include "Common.ush"

// Reroute SceneTexturesStruct uniform buffer references to the shadow depth pass uniform buffer
#if FEATURE_LEVEL >= FEATURE_LEVEL_SM5
#define PassStruct ShadowDepthPass
#define SceneTexturesStruct ShadowDepthPass.SceneTextures 
#else
#define PassStruct MobileShadowDepthPass
#define MobileSceneTextures MobileShadowDepthPass.SceneTextures 
#endif

#include "/Engine/Generated/Material.ush"
#include "/Engine/Generated/VertexFactory.ush"
#include "ShadowDepthCommon.ush"

#define SECONDARY_OCCLUSION			1

#define NO_LPV						COMPILER_HLSLCC

// With this enabled, very large or one-sided objects (e.g. terrain) inject an additional layer of GV cells 
// to increase AO contribution. The AO calculation works best with closed geometry and small-medium scale objects
#define LPV_GV_BOOST				1

#if REFLECTIVE_SHADOW_MAP && !NO_LPV
	// Reroute LpvWrite uniform buffer references to the shadow depth pass uniform buffer
	#define LpvWrite PassStruct.LPV
	#include "LPVWriteVplCommon.ush"
#endif


float3 GetMaterialBounceColor(FPixelMaterialInputs PixelMaterialInputs)
{
	half3 BaseColor = GetMaterialBaseColor(PixelMaterialInputs);
	return BaseColor;
}


void Main( 
	FShadowDepthVSToPS Inputs,
	in float4 SvPosition : SV_Position,		// after all interpolators
	out float4 OutColor : SV_Target0
#if REFLECTIVE_SHADOW_MAP
	,out float4 OutReflectiveShadowMapDiffuse : SV_Target1
#endif
#if PERSPECTIVE_CORRECT_DEPTH
	,out float OutDepth : SV_DEPTH
#endif
	)
{
	ResolvedView = ResolveView();

#if INTERPOLATE_VF_ATTRIBUTES
	
	FMaterialPixelParameters MaterialParameters = GetMaterialPixelParameters(Inputs.FactoryInterpolants, SvPosition);
	FPixelMaterialInputs PixelMaterialInputs;
	#if INTERPOLATE_POSITION
	    {
			float4 ScreenPosition  = SvPositionToResolvedScreenPosition(SvPosition);  
			
			float3 TranslatedWorld = Inputs.PixelPosition.xyz;

			CalcMaterialParametersEx(MaterialParameters, PixelMaterialInputs, SvPosition, ScreenPosition, 1, TranslatedWorld, TranslatedWorld);

		}
	#else
		CalcMaterialParameters(MaterialParameters, PixelMaterialInputs, SvPosition, 1);
	#endif

	// Evaluate the mask for masked materials
	GetMaterialClippingShadowDepth(MaterialParameters, PixelMaterialInputs);
#else
	ClipLODTransition(SvPosition.xy);
#endif

#if PERSPECTIVE_CORRECT_DEPTH
	const float InvMaxSubjectDepth = PassStruct.ShadowParams.w;
	Inputs.ShadowDepth *= InvMaxSubjectDepth;
	Inputs.ShadowDepth += Inputs.DepthBias;

	OutDepth = saturate(Inputs.ShadowDepth);
#endif

	OutColor = 0;

#if REFLECTIVE_SHADOW_MAP
	OutReflectiveShadowMapDiffuse = 0;
	float3 normal = normalize( MaterialParameters.TangentToWorld[2] ); // Smooth normal
	float3 flux = GetMaterialBounceColor(PixelMaterialInputs);

#if MATERIAL_INJECT_EMISSIVE_INTO_LPV
	float3 emissive = GetMaterialEmissive(PixelMaterialInputs);

	// Remove directionality from the light in the VPL.
	normal = float3 (0.0f, 0.0f, 0.0f);
#endif

#if MATERIAL_INJECT_EMISSIVE_INTO_LPV || MATERIAL_BLOCK_GI
	float opacity = GetMaterialOpacity(PixelMaterialInputs);
#endif

#if (SECONDARY_OCCLUSION || MATERIAL_INJECT_EMISSIVE_INTO_LPV) && !NO_LPV
	// Optimisation: only add to GV/VPL if the fragment is within the grid
	float3 grid = WorldToGrid( MaterialParameters.AbsoluteWorldPosition.xyz );
	float minGrid = min( grid.x, min(grid.y,grid.z ) );
	float maxGrid = max( grid.x, max(grid.y,grid.z ) );

	[branch]
	if ( minGrid > -0.5f && maxGrid <= 32.5f ) // Account for 0.5 cell offset
	{
#if SECONDARY_OCCLUSION && (MATERIALBLENDING_MASKED || MATERIALBLENDING_SOLID) && !MATERIAL_BLOCK_GI
		float3 GvInjectPosition = MaterialParameters.AbsoluteWorldPosition - normal * LpvWrite.GeometryVolumeInjectionBias;
#if LPV_GV_BOOST
		if ( GetPrimitiveData(MaterialParameters.PrimitiveId).LpvBiasMultiplier < 0.25 ) 
		{
			// Add an additional layer of GV cells facing the opposite direction to improve AO contribution
			// TODO: add per-primitive AO-boost tickbox instead of hijacking LpvBiasMultiplier like this
			// NOTE: The cost of this additional branch is minimal (on AMD at least)
			float offset = ( LpvWrite.LpvScale * 3.0f );
			AddToGvList( GvInjectPosition - normal * offset, flux, -normal );
		}
#endif
		AddToGvList( GvInjectPosition, flux, normal ); 

#endif

#if MATERIAL_INJECT_EMISSIVE_INTO_LPV && !MATERIAL_BLOCK_GI
		AddToVplList( MaterialParameters.AbsoluteWorldPosition, emissive * LpvWrite.EmissiveInjectionMultiplier, normal, true );
#endif
	}
	else
	{
		OutColor = 0;
		OutReflectiveShadowMapDiffuse = 0;
		return;
	}
#endif

#if MATERIAL_BLOCK_GI
	OutColor = 1.0f;
	OutReflectiveShadowMapDiffuse = opacity;
#elif MATERIALBLENDING_TRANSLUCENT || MATERIALBLENDING_ALPHACOMPOSITE || MATERIALBLENDING_ALPHAHOLDOUT
	OutColor = 0;
	OutReflectiveShadowMapDiffuse = 0;
	clip(-1.0);
#else
	// Pass the LPV bias multiplier in the alpha channel of the normal
	OutColor = float4(normal * .5 + .5, GetPrimitiveData(MaterialParameters.PrimitiveId).LpvBiasMultiplier / 32.0f );
	OutReflectiveShadowMapDiffuse = float4(flux, 0);
#endif

#endif
}

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