// 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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