494 lines
16 KiB
Plaintext
494 lines
16 KiB
Plaintext
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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#if FEATURE_LEVEL >= FEATURE_LEVEL_SM5
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float SampleDeviceZFromSceneTexturesTempCopy(float2 UV)
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{
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return SceneDepthTexture.SampleLevel(SceneDepthTextureSampler, UV, 0).r;
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}
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#endif
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#ifndef GBUFFER_LAYOUT
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#define GBUFFER_LAYOUT 0
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#endif
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#if GBUFFER_LAYOUT == 0
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void EncodeGBufferToMRT(inout FPixelShaderOut Out, FGBufferData GBuffer, float QuantizationBias)
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{
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float4 MrtFloat1 = 0.0f;
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float4 MrtFloat2 = 0.0f;
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uint4 MrtUint2 = 0;
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float4 MrtFloat3 = 0.0f;
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float4 MrtFloat4 = 0.0f;
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float4 MrtFloat5 = 0.0f;
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float3 WorldNormal_Compressed = EncodeNormalHelper(GBuffer.WorldNormal, 0.0f);
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MrtFloat1.x = WorldNormal_Compressed.x;
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MrtFloat1.y = WorldNormal_Compressed.y;
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MrtFloat1.z = WorldNormal_Compressed.z;
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MrtFloat1.w = GBuffer.PerObjectGBufferData.x;
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MrtFloat2.x = GBuffer.Metallic.x;
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MrtFloat2.y = GBuffer.Specular.x;
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MrtFloat2.z = GBuffer.Roughness.x;
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MrtUint2.w |= ((((GBuffer.ShadingModelID.x) >> 0) & 0x0f) << 0);
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MrtUint2.w |= ((((GBuffer.SelectiveOutputMask.x) >> 0) & 0x0f) << 4);
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MrtFloat3.x = GBuffer.BaseColor.x;
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MrtFloat3.y = GBuffer.BaseColor.y;
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MrtFloat3.z = GBuffer.BaseColor.z;
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MrtFloat3.w = GBuffer.GenericAO.x;
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MrtFloat5.x = GBuffer.PrecomputedShadowFactors.x;
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MrtFloat5.y = GBuffer.PrecomputedShadowFactors.y;
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MrtFloat5.z = GBuffer.PrecomputedShadowFactors.z;
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MrtFloat5.w = GBuffer.PrecomputedShadowFactors.w;
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MrtFloat4.x = GBuffer.CustomData.x;
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MrtFloat4.y = GBuffer.CustomData.y;
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MrtFloat4.z = GBuffer.CustomData.z;
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MrtFloat4.w = GBuffer.CustomData.w;
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Out.MRT[1] = MrtFloat1;
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Out.MRT[2] = float4(MrtFloat2.x, MrtFloat2.y, MrtFloat2.z, float(MrtUint2.w) / 255.0f);
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Out.MRT[3] = MrtFloat3;
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Out.MRT[4] = MrtFloat4;
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Out.MRT[5] = MrtFloat5;
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Out.MRT[6] = float4(0.0f, 0.0f, 0.0f, 0.0f);
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Out.MRT[7] = float4(0.0f, 0.0f, 0.0f, 0.0f);
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}
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FGBufferData DecodeGBufferDataDirect(float4 InMRT1,
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float4 InMRT2,
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float4 InMRT3,
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float4 InMRT4,
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float4 InMRT5,
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float CustomNativeDepth,
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float4 AnisotropicData,
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uint CustomStencil,
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float SceneDepth,
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bool bGetNormalizedNormal,
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bool bChecker)
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{
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FGBufferData Ret = (FGBufferData)0;
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float3 WorldNormal_Compressed = 0.0f;
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WorldNormal_Compressed.x = InMRT1.x;
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WorldNormal_Compressed.y = InMRT1.y;
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WorldNormal_Compressed.z = InMRT1.z;
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Ret.PerObjectGBufferData.x = InMRT1.w;
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Ret.Metallic.x = InMRT2.x;
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Ret.Specular.x = InMRT2.y;
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Ret.Roughness.x = InMRT2.z;
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Ret.ShadingModelID.x = (((uint((float(InMRT2.w) * 255.0f) + .5f) >> 0) & 0x0f) << 0);
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Ret.SelectiveOutputMask.x = (((uint((float(InMRT2.w) * 255.0f) + .5f) >> 4) & 0x0f) << 0);
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Ret.BaseColor.x = InMRT3.x;
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Ret.BaseColor.y = InMRT3.y;
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Ret.BaseColor.z = InMRT3.z;
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Ret.GenericAO.x = InMRT3.w;
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Ret.PrecomputedShadowFactors.x = InMRT5.x;
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Ret.PrecomputedShadowFactors.y = InMRT5.y;
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Ret.PrecomputedShadowFactors.z = InMRT5.z;
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Ret.PrecomputedShadowFactors.w = InMRT5.w;
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Ret.CustomData.x = InMRT4.x;
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Ret.CustomData.y = InMRT4.y;
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Ret.CustomData.z = InMRT4.z;
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Ret.CustomData.w = InMRT4.w;
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Ret.WorldNormal = DecodeNormalHelper(WorldNormal_Compressed);
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Ret.WorldTangent = AnisotropicData.xyz;
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Ret.Anisotropy = AnisotropicData.w;
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GBufferPostDecode(Ret,bChecker,bGetNormalizedNormal);
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Ret.CustomDepth = ConvertFromDeviceZ(CustomNativeDepth);
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Ret.CustomStencil = CustomStencil;
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Ret.Depth = SceneDepth;
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return Ret;
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}
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#if FEATURE_LEVEL >= FEATURE_LEVEL_SM5
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// @param PixelPos relative to left top of the rendertarget (not viewport)
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FGBufferData DecodeGBufferDataUV(float2 UV, bool bGetNormalizedNormal = true)
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{
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float CustomNativeDepth = Texture2DSampleLevel(SceneTexturesStruct.CustomDepthTexture, SceneTexturesStruct_CustomDepthTextureSampler, UV, 0).r;
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int2 IntUV = (int2)trunc(UV * View.BufferSizeAndInvSize.xy * View.BufferToSceneTextureScale.xy);
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uint CustomStencil = SceneTexturesStruct.CustomStencilTexture.Load(int3(IntUV, 0)) STENCIL_COMPONENT_SWIZZLE;
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float SceneDepth = CalcSceneDepth(UV);
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float4 AnisotropicData = Texture2DSampleLevel(SceneTexturesStruct.GBufferFTexture, SceneTexturesStruct_GBufferFTextureSampler, UV, 0).xyzw;
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float4 InMRT1 = Texture2DSampleLevel(SceneTexturesStruct.GBufferATexture, SceneTexturesStruct_GBufferATextureSampler, UV, 0).xyzw;
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float4 InMRT2 = Texture2DSampleLevel(SceneTexturesStruct.GBufferBTexture, SceneTexturesStruct_GBufferBTextureSampler, UV, 0).xyzw;
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float4 InMRT3 = Texture2DSampleLevel(SceneTexturesStruct.GBufferCTexture, SceneTexturesStruct_GBufferCTextureSampler, UV, 0).xyzw;
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float4 InMRT4 = Texture2DSampleLevel(SceneTexturesStruct.GBufferDTexture, SceneTexturesStruct_GBufferDTextureSampler, UV, 0).xyzw;
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float4 InMRT5 = Texture2DSampleLevel(SceneTexturesStruct.GBufferETexture, SceneTexturesStruct_GBufferETextureSampler, UV, 0).xyzw;
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FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
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InMRT2,
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InMRT3,
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InMRT4,
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InMRT5,
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CustomNativeDepth,
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AnisotropicData,
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CustomStencil,
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SceneDepth,
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bGetNormalizedNormal,
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CheckerFromSceneColorUV(UV));
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return Ret;
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}
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// @param PixelPos relative to left top of the rendertarget (not viewport)
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FGBufferData DecodeGBufferDataUint(uint2 PixelPos, bool bGetNormalizedNormal = true)
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{
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float CustomNativeDepth = SceneTexturesStruct.CustomDepthTexture.Load(int3(PixelPos, 0)).r;
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uint CustomStencil = SceneTexturesStruct.CustomStencilTexture.Load(int3(PixelPos, 0)) STENCIL_COMPONENT_SWIZZLE;
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float SceneDepth = CalcSceneDepth(PixelPos);
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float4 AnisotropicData = SceneTexturesStruct.GBufferFTexture.Load(int3(PixelPos, 0)).xyzw;
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float4 InMRT1 = SceneTexturesStruct.GBufferATexture.Load(int3(PixelPos, 0)).xyzw;
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float4 InMRT2 = SceneTexturesStruct.GBufferBTexture.Load(int3(PixelPos, 0)).xyzw;
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float4 InMRT3 = SceneTexturesStruct.GBufferCTexture.Load(int3(PixelPos, 0)).xyzw;
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float4 InMRT4 = SceneTexturesStruct.GBufferDTexture.Load(int3(PixelPos, 0)).xyzw;
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float4 InMRT5 = SceneTexturesStruct.GBufferETexture.Load(int3(PixelPos, 0)).xyzw;
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FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
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InMRT2,
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InMRT3,
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InMRT4,
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InMRT5,
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CustomNativeDepth,
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AnisotropicData,
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CustomStencil,
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SceneDepth,
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bGetNormalizedNormal,
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CheckerFromPixelPos(PixelPos));
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return Ret;
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}
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// @param PixelPos relative to left top of the rendertarget (not viewport)
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FGBufferData DecodeGBufferDataSceneTextures(float2 UV, bool bGetNormalizedNormal = true)
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{
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uint CustomStencil = 0;
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float CustomNativeDepth = 0;
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float DeviceZ = SampleDeviceZFromSceneTexturesTempCopy(UV);
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float SceneDepth = ConvertFromDeviceZ(DeviceZ);
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float4 AnisotropicData = GBufferFTexture.SampleLevel(GBufferFTextureSampler, UV, 0).xyzw;
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float4 InMRT1 = GBufferATexture.SampleLevel(GBufferATextureSampler, UV, 0).xyzw;
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float4 InMRT2 = GBufferBTexture.SampleLevel(GBufferBTextureSampler, UV, 0).xyzw;
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float4 InMRT3 = GBufferCTexture.SampleLevel(GBufferCTextureSampler, UV, 0).xyzw;
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float4 InMRT4 = GBufferDTexture.SampleLevel(GBufferDTextureSampler, UV, 0).xyzw;
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float4 InMRT5 = GBufferETexture.SampleLevel(GBufferETextureSampler, UV, 0).xyzw;
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FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
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InMRT2,
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InMRT3,
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InMRT4,
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InMRT5,
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CustomNativeDepth,
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AnisotropicData,
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CustomStencil,
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SceneDepth,
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bGetNormalizedNormal,
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CheckerFromSceneColorUV(UV));
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return Ret;
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}
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// @param PixelPos relative to left top of the rendertarget (not viewport)
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FGBufferData DecodeGBufferDataSceneTexturesLoad(uint2 PixelCoord, bool bGetNormalizedNormal = true)
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{
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uint CustomStencil = 0;
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float CustomNativeDepth = 0;
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float DeviceZ = SceneDepthTexture.Load(int3(PixelCoord, 0)).r;
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float SceneDepth = ConvertFromDeviceZ(DeviceZ);
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float4 AnisotropicData = GBufferFTexture.Load(int3(PixelCoord, 0)).xyzw;
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float4 InMRT1 = GBufferATexture.Load(int3(PixelCoord, 0)).xyzw;
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float4 InMRT2 = GBufferBTexture.Load(int3(PixelCoord, 0)).xyzw;
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float4 InMRT3 = GBufferCTexture.Load(int3(PixelCoord, 0)).xyzw;
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float4 InMRT4 = GBufferDTexture.Load(int3(PixelCoord, 0)).xyzw;
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float4 InMRT5 = GBufferETexture.Load(int3(PixelCoord, 0)).xyzw;
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FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
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InMRT2,
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InMRT3,
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InMRT4,
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InMRT5,
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CustomNativeDepth,
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AnisotropicData,
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CustomStencil,
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SceneDepth,
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bGetNormalizedNormal,
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CheckerFromPixelPos(PixelCoord));
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return Ret;
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}
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#endif
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#endif
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#if GBUFFER_LAYOUT == 1
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void EncodeGBufferToMRT(inout FPixelShaderOut Out, FGBufferData GBuffer, float QuantizationBias)
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{
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float4 MrtFloat1 = 0.0f;
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float4 MrtFloat2 = 0.0f;
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uint4 MrtUint2 = 0;
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float4 MrtFloat3 = 0.0f;
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float4 MrtFloat4 = 0.0f;
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float4 MrtFloat5 = 0.0f;
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float4 MrtFloat6 = 0.0f;
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float3 WorldNormal_Compressed = EncodeNormalHelper(GBuffer.WorldNormal, 0.0f);
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MrtFloat1.x = WorldNormal_Compressed.x;
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MrtFloat1.y = WorldNormal_Compressed.y;
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MrtFloat1.z = WorldNormal_Compressed.z;
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MrtFloat1.w = GBuffer.PerObjectGBufferData.x;
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MrtFloat2.x = GBuffer.Metallic.x;
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MrtFloat2.y = GBuffer.Specular.x;
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MrtFloat2.z = GBuffer.Roughness.x;
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MrtUint2.w |= ((((GBuffer.ShadingModelID.x) >> 0) & 0x0f) << 0);
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MrtUint2.w |= ((((GBuffer.SelectiveOutputMask.x) >> 0) & 0x0f) << 4);
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MrtFloat3.x = GBuffer.BaseColor.x;
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MrtFloat3.y = GBuffer.BaseColor.y;
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MrtFloat3.z = GBuffer.BaseColor.z;
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MrtFloat3.w = GBuffer.GenericAO.x;
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MrtFloat4.x = GBuffer.Velocity.x;
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MrtFloat4.y = GBuffer.Velocity.y;
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MrtFloat4.z = GBuffer.Velocity.z;
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MrtFloat4.w = GBuffer.Velocity.w;
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MrtFloat6.x = GBuffer.PrecomputedShadowFactors.x;
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MrtFloat6.y = GBuffer.PrecomputedShadowFactors.y;
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MrtFloat6.z = GBuffer.PrecomputedShadowFactors.z;
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MrtFloat6.w = GBuffer.PrecomputedShadowFactors.w;
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MrtFloat5.x = GBuffer.CustomData.x;
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MrtFloat5.y = GBuffer.CustomData.y;
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MrtFloat5.z = GBuffer.CustomData.z;
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MrtFloat5.w = GBuffer.CustomData.w;
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Out.MRT[1] = MrtFloat1;
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Out.MRT[2] = float4(MrtFloat2.x, MrtFloat2.y, MrtFloat2.z, float(MrtUint2.w) / 255.0f);
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Out.MRT[3] = MrtFloat3;
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Out.MRT[4] = MrtFloat4;
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Out.MRT[5] = MrtFloat5;
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Out.MRT[6] = MrtFloat6;
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Out.MRT[7] = float4(0.0f, 0.0f, 0.0f, 0.0f);
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}
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FGBufferData DecodeGBufferDataDirect(float4 InMRT1,
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float4 InMRT2,
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float4 InMRT3,
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float4 InMRT4,
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float4 InMRT5,
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float4 InMRT6,
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float CustomNativeDepth,
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float4 AnisotropicData,
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uint CustomStencil,
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float SceneDepth,
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bool bGetNormalizedNormal,
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bool bChecker)
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{
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FGBufferData Ret = (FGBufferData)0;
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float3 WorldNormal_Compressed = 0.0f;
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WorldNormal_Compressed.x = InMRT1.x;
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WorldNormal_Compressed.y = InMRT1.y;
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WorldNormal_Compressed.z = InMRT1.z;
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Ret.PerObjectGBufferData.x = InMRT1.w;
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Ret.Metallic.x = InMRT2.x;
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Ret.Specular.x = InMRT2.y;
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Ret.Roughness.x = InMRT2.z;
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Ret.ShadingModelID.x = (((uint((float(InMRT2.w) * 255.0f) + .5f) >> 0) & 0x0f) << 0);
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Ret.SelectiveOutputMask.x = (((uint((float(InMRT2.w) * 255.0f) + .5f) >> 4) & 0x0f) << 0);
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Ret.BaseColor.x = InMRT3.x;
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Ret.BaseColor.y = InMRT3.y;
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Ret.BaseColor.z = InMRT3.z;
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Ret.GenericAO.x = InMRT3.w;
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Ret.Velocity.x = InMRT4.x;
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Ret.Velocity.y = InMRT4.y;
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Ret.Velocity.z = InMRT4.z;
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Ret.Velocity.w = InMRT4.w;
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Ret.PrecomputedShadowFactors.x = InMRT6.x;
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Ret.PrecomputedShadowFactors.y = InMRT6.y;
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Ret.PrecomputedShadowFactors.z = InMRT6.z;
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Ret.PrecomputedShadowFactors.w = InMRT6.w;
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Ret.CustomData.x = InMRT5.x;
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Ret.CustomData.y = InMRT5.y;
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Ret.CustomData.z = InMRT5.z;
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Ret.CustomData.w = InMRT5.w;
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Ret.WorldNormal = DecodeNormalHelper(WorldNormal_Compressed);
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Ret.WorldTangent = AnisotropicData.xyz;
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Ret.Anisotropy = AnisotropicData.w;
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GBufferPostDecode(Ret,bChecker,bGetNormalizedNormal);
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Ret.CustomDepth = ConvertFromDeviceZ(CustomNativeDepth);
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Ret.CustomStencil = CustomStencil;
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Ret.Depth = SceneDepth;
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return Ret;
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}
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#if FEATURE_LEVEL >= FEATURE_LEVEL_SM5
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// @param PixelPos relative to left top of the rendertarget (not viewport)
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FGBufferData DecodeGBufferDataUV(float2 UV, bool bGetNormalizedNormal = true)
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{
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float CustomNativeDepth = Texture2DSampleLevel(SceneTexturesStruct.CustomDepthTexture, SceneTexturesStruct_CustomDepthTextureSampler, UV, 0).r;
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int2 IntUV = (int2)trunc(UV * View.BufferSizeAndInvSize.xy * View.BufferToSceneTextureScale.xy);
|
||
|
uint CustomStencil = SceneTexturesStruct.CustomStencilTexture.Load(int3(IntUV, 0)) STENCIL_COMPONENT_SWIZZLE;
|
||
|
float SceneDepth = CalcSceneDepth(UV);
|
||
|
float4 AnisotropicData = Texture2DSampleLevel(SceneTexturesStruct.GBufferFTexture, SceneTexturesStruct_GBufferFTextureSampler, UV, 0).xyzw;
|
||
|
|
||
|
float4 InMRT1 = Texture2DSampleLevel(SceneTexturesStruct.GBufferATexture, SceneTexturesStruct_GBufferATextureSampler, UV, 0).xyzw;
|
||
|
float4 InMRT2 = Texture2DSampleLevel(SceneTexturesStruct.GBufferBTexture, SceneTexturesStruct_GBufferBTextureSampler, UV, 0).xyzw;
|
||
|
float4 InMRT3 = Texture2DSampleLevel(SceneTexturesStruct.GBufferCTexture, SceneTexturesStruct_GBufferCTextureSampler, UV, 0).xyzw;
|
||
|
float4 InMRT4 = Texture2DSampleLevel(SceneTexturesStruct.GBufferVelocityTexture, SceneTexturesStruct_GBufferVelocityTextureSampler, UV, 0).xyzw;
|
||
|
float4 InMRT5 = Texture2DSampleLevel(SceneTexturesStruct.GBufferDTexture, SceneTexturesStruct_GBufferDTextureSampler, UV, 0).xyzw;
|
||
|
float4 InMRT6 = Texture2DSampleLevel(SceneTexturesStruct.GBufferETexture, SceneTexturesStruct_GBufferETextureSampler, UV, 0).xyzw;
|
||
|
|
||
|
FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
|
||
|
InMRT2,
|
||
|
InMRT3,
|
||
|
InMRT4,
|
||
|
InMRT5,
|
||
|
InMRT6,
|
||
|
|
||
|
CustomNativeDepth,
|
||
|
AnisotropicData,
|
||
|
CustomStencil,
|
||
|
SceneDepth,
|
||
|
bGetNormalizedNormal,
|
||
|
CheckerFromSceneColorUV(UV));
|
||
|
|
||
|
return Ret;
|
||
|
}
|
||
|
|
||
|
|
||
|
// @param PixelPos relative to left top of the rendertarget (not viewport)
|
||
|
FGBufferData DecodeGBufferDataUint(uint2 PixelPos, bool bGetNormalizedNormal = true)
|
||
|
{
|
||
|
float CustomNativeDepth = SceneTexturesStruct.CustomDepthTexture.Load(int3(PixelPos, 0)).r;
|
||
|
uint CustomStencil = SceneTexturesStruct.CustomStencilTexture.Load(int3(PixelPos, 0)) STENCIL_COMPONENT_SWIZZLE;
|
||
|
float SceneDepth = CalcSceneDepth(PixelPos);
|
||
|
float4 AnisotropicData = SceneTexturesStruct.GBufferFTexture.Load(int3(PixelPos, 0)).xyzw;
|
||
|
|
||
|
float4 InMRT1 = SceneTexturesStruct.GBufferATexture.Load(int3(PixelPos, 0)).xyzw;
|
||
|
float4 InMRT2 = SceneTexturesStruct.GBufferBTexture.Load(int3(PixelPos, 0)).xyzw;
|
||
|
float4 InMRT3 = SceneTexturesStruct.GBufferCTexture.Load(int3(PixelPos, 0)).xyzw;
|
||
|
float4 InMRT4 = SceneTexturesStruct.GBufferVelocityTexture.Load(int3(PixelPos, 0)).xyzw;
|
||
|
float4 InMRT5 = SceneTexturesStruct.GBufferDTexture.Load(int3(PixelPos, 0)).xyzw;
|
||
|
float4 InMRT6 = SceneTexturesStruct.GBufferETexture.Load(int3(PixelPos, 0)).xyzw;
|
||
|
|
||
|
FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
|
||
|
InMRT2,
|
||
|
InMRT3,
|
||
|
InMRT4,
|
||
|
InMRT5,
|
||
|
InMRT6,
|
||
|
|
||
|
CustomNativeDepth,
|
||
|
AnisotropicData,
|
||
|
CustomStencil,
|
||
|
SceneDepth,
|
||
|
bGetNormalizedNormal,
|
||
|
CheckerFromPixelPos(PixelPos));
|
||
|
|
||
|
return Ret;
|
||
|
}
|
||
|
|
||
|
|
||
|
// @param PixelPos relative to left top of the rendertarget (not viewport)
|
||
|
FGBufferData DecodeGBufferDataSceneTextures(float2 UV, bool bGetNormalizedNormal = true)
|
||
|
{
|
||
|
uint CustomStencil = 0;
|
||
|
float CustomNativeDepth = 0;
|
||
|
float DeviceZ = SampleDeviceZFromSceneTexturesTempCopy(UV);
|
||
|
float SceneDepth = ConvertFromDeviceZ(DeviceZ);
|
||
|
float4 AnisotropicData = GBufferFTexture.SampleLevel(GBufferFTextureSampler, UV, 0).xyzw;
|
||
|
|
||
|
float4 InMRT1 = GBufferATexture.SampleLevel(GBufferATextureSampler, UV, 0).xyzw;
|
||
|
float4 InMRT2 = GBufferBTexture.SampleLevel(GBufferBTextureSampler, UV, 0).xyzw;
|
||
|
float4 InMRT3 = GBufferCTexture.SampleLevel(GBufferCTextureSampler, UV, 0).xyzw;
|
||
|
float4 InMRT4 = GBufferVelocityTexture.SampleLevel(GBufferVelocityTextureSampler, UV, 0).xyzw;
|
||
|
float4 InMRT5 = GBufferDTexture.SampleLevel(GBufferDTextureSampler, UV, 0).xyzw;
|
||
|
float4 InMRT6 = GBufferETexture.SampleLevel(GBufferETextureSampler, UV, 0).xyzw;
|
||
|
|
||
|
FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
|
||
|
InMRT2,
|
||
|
InMRT3,
|
||
|
InMRT4,
|
||
|
InMRT5,
|
||
|
InMRT6,
|
||
|
|
||
|
CustomNativeDepth,
|
||
|
AnisotropicData,
|
||
|
CustomStencil,
|
||
|
SceneDepth,
|
||
|
bGetNormalizedNormal,
|
||
|
CheckerFromSceneColorUV(UV));
|
||
|
|
||
|
return Ret;
|
||
|
}
|
||
|
|
||
|
|
||
|
// @param PixelPos relative to left top of the rendertarget (not viewport)
|
||
|
FGBufferData DecodeGBufferDataSceneTexturesLoad(uint2 PixelCoord, bool bGetNormalizedNormal = true)
|
||
|
{
|
||
|
uint CustomStencil = 0;
|
||
|
float CustomNativeDepth = 0;
|
||
|
float DeviceZ = SceneDepthTexture.Load(int3(PixelCoord, 0)).r;
|
||
|
float SceneDepth = ConvertFromDeviceZ(DeviceZ);
|
||
|
float4 AnisotropicData = GBufferFTexture.Load(int3(PixelCoord, 0)).xyzw;
|
||
|
|
||
|
float4 InMRT1 = GBufferATexture.Load(int3(PixelCoord, 0)).xyzw;
|
||
|
float4 InMRT2 = GBufferBTexture.Load(int3(PixelCoord, 0)).xyzw;
|
||
|
float4 InMRT3 = GBufferCTexture.Load(int3(PixelCoord, 0)).xyzw;
|
||
|
float4 InMRT4 = GBufferVelocityTexture.Load(int3(PixelCoord, 0)).xyzw;
|
||
|
float4 InMRT5 = GBufferDTexture.Load(int3(PixelCoord, 0)).xyzw;
|
||
|
float4 InMRT6 = GBufferETexture.Load(int3(PixelCoord, 0)).xyzw;
|
||
|
|
||
|
FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
|
||
|
InMRT2,
|
||
|
InMRT3,
|
||
|
InMRT4,
|
||
|
InMRT5,
|
||
|
InMRT6,
|
||
|
|
||
|
CustomNativeDepth,
|
||
|
AnisotropicData,
|
||
|
CustomStencil,
|
||
|
SceneDepth,
|
||
|
bGetNormalizedNormal,
|
||
|
CheckerFromPixelPos(PixelCoord));
|
||
|
|
||
|
return Ret;
|
||
|
}
|
||
|
|
||
|
|
||
|
#endif
|
||
|
|
||
|
#endif
|
||
|
|