// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #if FEATURE_LEVEL >= FEATURE_LEVEL_SM5 float SampleDeviceZFromSceneTexturesTempCopy(float2 UV) { return SceneDepthTexture.SampleLevel(SceneDepthTextureSampler, UV, 0).r; } #endif void EncodeGBufferToMRT(inout FPixelShaderOut Out, FGBufferData GBuffer, float QuantizationBias) { float4 MrtFloat1 = 0.0f; float4 MrtFloat2 = 0.0f; uint4 MrtUint2 = 0; float4 MrtFloat3 = 0.0f; float4 MrtFloat4 = 0.0f; float4 MrtFloat5 = 0.0f; float3 WorldNormal_Compressed = EncodeNormalHelper(GBuffer.WorldNormal, 0.0f); MrtFloat1.x = WorldNormal_Compressed.x; MrtFloat1.y = WorldNormal_Compressed.y; MrtFloat1.z = WorldNormal_Compressed.z; MrtFloat1.w = GBuffer.PerObjectGBufferData.x; MrtFloat2.x = GBuffer.Metallic.x; MrtFloat2.y = GBuffer.Specular.x; MrtFloat2.z = GBuffer.Roughness.x; MrtUint2.w |= ((((GBuffer.ShadingModelID.x) >> 0) & 0x0f) << 0); MrtUint2.w |= ((((GBuffer.SelectiveOutputMask.x) >> 0) & 0x0f) << 4); MrtFloat3.x = GBuffer.BaseColor.x; MrtFloat3.y = GBuffer.BaseColor.y; MrtFloat3.z = GBuffer.BaseColor.z; MrtFloat3.w = GBuffer.GenericAO.x; MrtFloat5.x = GBuffer.PrecomputedShadowFactors.x; MrtFloat5.y = GBuffer.PrecomputedShadowFactors.y; MrtFloat5.z = GBuffer.PrecomputedShadowFactors.z; MrtFloat5.w = GBuffer.PrecomputedShadowFactors.w; MrtFloat4.x = GBuffer.CustomData.x; MrtFloat4.y = GBuffer.CustomData.y; MrtFloat4.z = GBuffer.CustomData.z; MrtFloat4.w = GBuffer.CustomData.w; Out.MRT[1] = MrtFloat1; Out.MRT[2] = float4(MrtFloat2.x, MrtFloat2.y, MrtFloat2.z, (float(MrtUint2.w) + .5f) / 255.0f); Out.MRT[3] = MrtFloat3; Out.MRT[4] = MrtFloat4; Out.MRT[5] = MrtFloat5; Out.MRT[6] = float4(0.0f, 0.0f, 0.0f, 0.0f); Out.MRT[7] = float4(0.0f, 0.0f, 0.0f, 0.0f); } FGBufferData DecodeGBufferDataDirect(float4 InMRT1, float4 InMRT2, float4 InMRT3, float4 InMRT4, float4 InMRT5, float CustomNativeDepth, float4 AnisotropicData, uint CustomStencil, float SceneDepth, bool bGetNormalizedNormal, bool bChecker) { FGBufferData Ret = (FGBufferData)0; float3 WorldNormal_Compressed = 0.0f; WorldNormal_Compressed.x = InMRT1.x; WorldNormal_Compressed.y = InMRT1.y; WorldNormal_Compressed.z = InMRT1.z; Ret.PerObjectGBufferData.x = InMRT1.w; Ret.Metallic.x = InMRT2.x; Ret.Specular.x = InMRT2.y; Ret.Roughness.x = InMRT2.z; Ret.ShadingModelID.x = (((uint((float(InMRT2.w) * 255.0f) + .5f) >> 0) & 0x0f) << 0); Ret.SelectiveOutputMask.x = (((uint((float(InMRT2.w) * 255.0f) + .5f) >> 4) & 0x0f) << 0); Ret.BaseColor.x = InMRT3.x; Ret.BaseColor.y = InMRT3.y; Ret.BaseColor.z = InMRT3.z; Ret.GenericAO.x = InMRT3.w; Ret.PrecomputedShadowFactors.x = InMRT5.x; Ret.PrecomputedShadowFactors.y = InMRT5.y; Ret.PrecomputedShadowFactors.z = InMRT5.z; Ret.PrecomputedShadowFactors.w = InMRT5.w; Ret.CustomData.x = InMRT4.x; Ret.CustomData.y = InMRT4.y; Ret.CustomData.z = InMRT4.z; Ret.CustomData.w = InMRT4.w; Ret.WorldNormal = DecodeNormalHelper(WorldNormal_Compressed); Ret.WorldTangent = AnisotropicData.xyz; Ret.Anisotropy = AnisotropicData.w; GBufferPostDecode(Ret,bChecker,bGetNormalizedNormal); Ret.CustomDepth = ConvertFromDeviceZ(CustomNativeDepth); Ret.CustomStencil = CustomStencil; Ret.Depth = SceneDepth; return Ret; } #if FEATURE_LEVEL >= FEATURE_LEVEL_SM5 // @param PixelPos relative to left top of the rendertarget (not viewport) FGBufferData DecodeGBufferDataUV(float2 UV, bool bGetNormalizedNormal = true) { float CustomNativeDepth = Texture2DSampleLevel(SceneTexturesStruct.CustomDepthTexture, SceneTexturesStruct_CustomDepthTextureSampler, UV, 0).r; uint CustomStencil = 0; 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.GBufferDTexture, SceneTexturesStruct_GBufferDTextureSampler, UV, 0).xyzw; float4 InMRT5 = Texture2DSampleLevel(SceneTexturesStruct.GBufferETexture, SceneTexturesStruct_GBufferETextureSampler, UV, 0).xyzw; FGBufferData Ret = DecodeGBufferDataDirect(InMRT1, InMRT2, InMRT3, InMRT4, InMRT5, 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.GBufferDTexture.Load(int3(PixelPos, 0)).xyzw; float4 InMRT5 = SceneTexturesStruct.GBufferETexture.Load(int3(PixelPos, 0)).xyzw; FGBufferData Ret = DecodeGBufferDataDirect(InMRT1, InMRT2, InMRT3, InMRT4, InMRT5, 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 = GBufferDTexture.SampleLevel(GBufferDTextureSampler, UV, 0).xyzw; float4 InMRT5 = GBufferETexture.SampleLevel(GBufferETextureSampler, UV, 0).xyzw; FGBufferData Ret = DecodeGBufferDataDirect(InMRT1, InMRT2, InMRT3, InMRT4, InMRT5, 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 = GBufferDTexture.Load(int3(PixelCoord, 0)).xyzw; float4 InMRT5 = GBufferETexture.Load(int3(PixelCoord, 0)).xyzw; FGBufferData Ret = DecodeGBufferDataDirect(InMRT1, InMRT2, InMRT3, InMRT4, InMRT5, CustomNativeDepth, AnisotropicData, CustomStencil, SceneDepth, bGetNormalizedNormal, CheckerFromPixelPos(PixelCoord)); return Ret; } #endif