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b/Intermediate/ShaderAutogen/METAL_MACES3_1/AutogenShaderHeaders.ush @@ -0,0 +1,489 @@ +// 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 + +#ifndef GBUFFER_LAYOUT +#define GBUFFER_LAYOUT 0 +#endif + +#if GBUFFER_LAYOUT == 0 + +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) / 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; + 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.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 + +#endif + +#if GBUFFER_LAYOUT == 1 + +void EncodeGBufferToMRT(inout FPixelShaderOut Out, FGBufferData GBuffer, float QuantizationBias) +{ + float4 MrtFloat1 = 0.0f; + float4 MrtFloat2 = 0.0f; + uint4 MrtUint2 = 0; + float4 MrtFloat3 = 0.0f; + float2 MrtFloat4 = 0.0f; + float4 MrtFloat5 = 0.0f; + float4 MrtFloat6 = 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; + MrtFloat4.x = GBuffer.Velocity.x; + MrtFloat4.y = GBuffer.Velocity.y; + MrtFloat6.x = GBuffer.PrecomputedShadowFactors.x; + MrtFloat6.y = GBuffer.PrecomputedShadowFactors.y; + MrtFloat6.z = GBuffer.PrecomputedShadowFactors.z; + MrtFloat6.w = GBuffer.PrecomputedShadowFactors.w; + MrtFloat5.x = GBuffer.CustomData.x; + MrtFloat5.y = GBuffer.CustomData.y; + MrtFloat5.z = GBuffer.CustomData.z; + MrtFloat5.w = GBuffer.CustomData.w; + + Out.MRT[1] = MrtFloat1; + Out.MRT[2] = float4(MrtFloat2.x, MrtFloat2.y, MrtFloat2.z, float(MrtUint2.w) / 255.0f); + Out.MRT[3] = MrtFloat3; + Out.MRT[4] = float4(MrtFloat4.x, MrtFloat4.y, 0.0f, 0.0f); + Out.MRT[5] = MrtFloat5; + Out.MRT[6] = MrtFloat6; + Out.MRT[7] = float4(0.0f, 0.0f, 0.0f, 0.0f); +} + + +FGBufferData DecodeGBufferDataDirect(float4 InMRT1, + float4 InMRT2, + float4 InMRT3, + float2 InMRT4, + float4 InMRT5, + float4 InMRT6, + + 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.Velocity.x = InMRT4.x; + Ret.Velocity.y = InMRT4.y; + Ret.PrecomputedShadowFactors.x = InMRT6.x; + Ret.PrecomputedShadowFactors.y = InMRT6.y; + Ret.PrecomputedShadowFactors.z = InMRT6.z; + Ret.PrecomputedShadowFactors.w = InMRT6.w; + Ret.CustomData.x = InMRT5.x; + Ret.CustomData.y = InMRT5.y; + Ret.CustomData.z = InMRT5.z; + Ret.CustomData.w = InMRT5.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; + 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; + float2 InMRT4 = Texture2DSampleLevel(SceneTexturesStruct.GBufferVelocityTexture, SceneTexturesStruct_GBufferVelocityTextureSampler, UV, 0).xy; + 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; + float2 InMRT4 = SceneTexturesStruct.GBufferVelocityTexture.Load(int3(PixelPos, 0)).xy; + 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; + float2 InMRT4 = GBufferVelocityTexture.SampleLevel(GBufferVelocityTextureSampler, UV, 0).xy; + 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; + float2 InMRT4 = GBufferVelocityTexture.Load(int3(PixelCoord, 0)).xy; + 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 + diff --git a/Intermediate/ShaderAutogen/METAL_SM5/AutogenShaderHeaders.ush b/Intermediate/ShaderAutogen/METAL_SM5/AutogenShaderHeaders.ush new file mode 100644 index 0000000000000000000000000000000000000000..f5fd9e14a7db11da2d910d99b32feecee23f89df --- /dev/null +++ b/Intermediate/ShaderAutogen/METAL_SM5/AutogenShaderHeaders.ush @@ -0,0 +1,511 @@ +// 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 + +#ifndef GBUFFER_LAYOUT +#define GBUFFER_LAYOUT 0 +#endif + +#if GBUFFER_LAYOUT == 0 + +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; + float4 MrtFloat6 = 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; + MrtFloat4.x = GBuffer.Velocity.x; + MrtFloat4.y = GBuffer.Velocity.y; + MrtFloat4.z = GBuffer.Velocity.z; + MrtFloat4.w = GBuffer.Velocity.w; + MrtFloat6.x = GBuffer.PrecomputedShadowFactors.x; + MrtFloat6.y = GBuffer.PrecomputedShadowFactors.y; + MrtFloat6.z = GBuffer.PrecomputedShadowFactors.z; + MrtFloat6.w = GBuffer.PrecomputedShadowFactors.w; + MrtFloat5.x = GBuffer.CustomData.x; + MrtFloat5.y = GBuffer.CustomData.y; + MrtFloat5.z = GBuffer.CustomData.z; + MrtFloat5.w = GBuffer.CustomData.w; + + Out.MRT[1] = MrtFloat1; + Out.MRT[2] = float4(MrtFloat2.x, MrtFloat2.y, MrtFloat2.z, float(MrtUint2.w) / 255.0f); + Out.MRT[3] = MrtFloat3; + Out.MRT[4] = MrtFloat4; + Out.MRT[5] = MrtFloat5; + Out.MRT[6] = MrtFloat6; + Out.MRT[7] = float4(0.0f, 0.0f, 0.0f, 0.0f); +} + + +FGBufferData DecodeGBufferDataDirect(float4 InMRT1, + float4 InMRT2, + float4 InMRT3, + float4 InMRT4, + float4 InMRT5, + float4 InMRT6, + + 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.Velocity.x = InMRT4.x; + Ret.Velocity.y = InMRT4.y; + Ret.Velocity.z = InMRT4.z; + Ret.Velocity.w = InMRT4.w; + Ret.PrecomputedShadowFactors.x = InMRT6.x; + Ret.PrecomputedShadowFactors.y = InMRT6.y; + Ret.PrecomputedShadowFactors.z = InMRT6.z; + Ret.PrecomputedShadowFactors.w = InMRT6.w; + Ret.CustomData.x = InMRT5.x; + Ret.CustomData.y = InMRT5.y; + Ret.CustomData.z = InMRT5.z; + Ret.CustomData.w = InMRT5.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; + 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 + +#if GBUFFER_LAYOUT == 1 + +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; + float4 MrtFloat6 = 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; + MrtFloat4.x = GBuffer.Velocity.x; + MrtFloat4.y = GBuffer.Velocity.y; + MrtFloat4.z = GBuffer.Velocity.z; + MrtFloat4.w = GBuffer.Velocity.w; + MrtFloat6.x = GBuffer.PrecomputedShadowFactors.x; + MrtFloat6.y = GBuffer.PrecomputedShadowFactors.y; + MrtFloat6.z = GBuffer.PrecomputedShadowFactors.z; + MrtFloat6.w = GBuffer.PrecomputedShadowFactors.w; + MrtFloat5.x = GBuffer.CustomData.x; + MrtFloat5.y = GBuffer.CustomData.y; + MrtFloat5.z = GBuffer.CustomData.z; + MrtFloat5.w = GBuffer.CustomData.w; + + Out.MRT[1] = MrtFloat1; + Out.MRT[2] = float4(MrtFloat2.x, MrtFloat2.y, MrtFloat2.z, float(MrtUint2.w) / 255.0f); + Out.MRT[3] = MrtFloat3; + Out.MRT[4] = MrtFloat4; + Out.MRT[5] = MrtFloat5; + Out.MRT[6] = MrtFloat6; + Out.MRT[7] = float4(0.0f, 0.0f, 0.0f, 0.0f); +} + + +FGBufferData DecodeGBufferDataDirect(float4 InMRT1, + float4 InMRT2, + float4 InMRT3, + float4 InMRT4, + float4 InMRT5, + float4 InMRT6, + + 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.Velocity.x = InMRT4.x; + Ret.Velocity.y = InMRT4.y; + Ret.Velocity.z = InMRT4.z; + Ret.Velocity.w = InMRT4.w; + Ret.PrecomputedShadowFactors.x = InMRT6.x; + Ret.PrecomputedShadowFactors.y = InMRT6.y; + Ret.PrecomputedShadowFactors.z = InMRT6.z; + Ret.PrecomputedShadowFactors.w = InMRT6.w; + Ret.CustomData.x = InMRT5.x; + Ret.CustomData.y = InMRT5.y; + Ret.CustomData.z = InMRT5.z; + Ret.CustomData.w = InMRT5.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; + 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 + diff --git a/Intermediate/TargetInfo.json b/Intermediate/TargetInfo.json new file mode 100644 index 0000000000000000000000000000000000000000..24459b7b0631c5484774a87508e4554988941108 --- /dev/null +++ b/Intermediate/TargetInfo.json @@ -0,0 +1,24 @@ +{ + "Targets": [ + { + "Name": "DotNetPerforceLib", + "Path": "/Users/Shared/Epic Games/UE_5.2/Engine/Source/Programs/Shared/EpicGames.Perforce.Native/DotNetPerforceLib.Target.cs", + "Type": "Program" + }, + { + "Name": "UnrealHeaderTool", + "Path": "/Users/Shared/Epic Games/UE_5.2/Engine/Source/Programs/UnrealHeaderTool/UnrealHeaderTool.Target.cs", + "Type": "Program" + }, + { + "Name": "UnrealEditor", + "Path": "/Users/Shared/Epic Games/UE_5.2/Engine/Source/UnrealEditor.Target.cs", + "Type": "Editor" + }, + { + "Name": "UnrealGame", + "Path": "/Users/Shared/Epic Games/UE_5.2/Engine/Source/UnrealGame.Target.cs", + "Type": "Game" + } + ] +} \ No newline at end of file diff --git a/Saved/Autosaves/Game/Characters/Teuthisan/BP_ControllerAI_Auto3.uasset b/Saved/Autosaves/Game/Characters/Teuthisan/BP_ControllerAI_Auto3.uasset new file mode 100644 index 0000000000000000000000000000000000000000..6f3ac7a2ac76ca6ffc2870de15c113a421a722f8 Binary files /dev/null and b/Saved/Autosaves/Game/Characters/Teuthisan/BP_ControllerAI_Auto3.uasset differ diff --git a/Saved/Autosaves/Game/Characters/Teuthisan/BP_Enemy_Auto4.uasset b/Saved/Autosaves/Game/Characters/Teuthisan/BP_Enemy_Auto4.uasset new file mode 100644 index 0000000000000000000000000000000000000000..0902c662d213f075f35f3a2b20666fe19396bdc0 Binary files /dev/null and b/Saved/Autosaves/Game/Characters/Teuthisan/BP_Enemy_Auto4.uasset differ diff --git a/Saved/Autosaves/Game/Characters/Teuthisan/BP_Teuthisan_Auto1.uasset b/Saved/Autosaves/Game/Characters/Teuthisan/BP_Teuthisan_Auto1.uasset new file mode 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+SkeletalMeshComponent.AnimationRig=True +SkeletalMeshComponent.Collision=True +SkeletalMeshComponent.Deformer=True +SkeletalMeshComponent.Lighting=True +SkeletalMeshComponent.SkinWeights=True +SkeletalMeshComponent.HLOD=True +SkeletalMeshComponent.Rendering=True +SkeletalMeshComponent.PathTracing=True +SkeletalMeshComponent.Navigation=True +SkeletalMeshComponent.VirtualTexture=True +SkeletalMeshComponent.Tags=True +SkeletalMeshComponent.ComponentReplication=True +SkeletalMeshComponent.Activation=True +SkeletalMeshComponent.Cooking=True +SkeletalMeshComponent.Events=True +Texture2D.LevelOfDetail=True +Texture2D.Compression=True +Texture2D.Texture=True +Texture2D.Adjustments=True +Texture2D.File Path=True +Texture2D.Compositing=True +BP_Teuthisan_C.TransformCommon=True +BP_Teuthisan_C.Networking=True +BoxComponent.Variable=True +BoxComponent.TransformCommon=True +BoxComponent.Sockets=True +BoxComponent.Shape=True +BoxComponent.Navigation=True +BoxComponent.HLOD=True +BoxComponent.ComponentTick=True +BoxComponent.Rendering=True +BoxComponent.PathTracing=True +BoxComponent.Physics=True +BoxComponent.Collision=True +BoxComponent.Tags=True +BoxComponent.ComponentReplication=True +BoxComponent.Cooking=True +BoxComponent.Events=True +PawnSensingComponent.Variable=True +PawnSensingComponent.Sockets=True +PawnSensingComponent.AI=True +PawnSensingComponent.Tags=True +PawnSensingComponent.ComponentTick=True +PawnSensingComponent.ComponentReplication=True +PawnSensingComponent.Cooking=True +PawnSensingComponent.Events=True +BP_ControllerAI_C.Tick=True +BP_ControllerAI_C.AI=True +BP_ControllerAI_C.ComponentTick=True +BP_ControllerAI_C.Tags=True +BP_ControllerAI_C.Replication=True +BP_ControllerAI_C.ComponentReplication=True +BP_ControllerAI_C.Activation=True +BP_ControllerAI_C.Variable=True +BP_ControllerAI_C.Cooking=True +BP_ControllerAI_C.Controller=True +BP_ControllerAI_C.Actor=True +BP_ControllerAI_C.Input=True +BP_ControllerAI_C.HLOD=True +BP_ControllerAI_C.Physics=True +BP_ControllerAI_C.WorldPartition=True +BP_ControllerAI_C.Events=True +BP_Teuthisan_C.Cooking=True +BP_Teuthisan_C.DataLayers=True +BP_Enemy_C.TransformCommon=True +BP_Enemy_C.Animation=True +BP_Enemy_C.Mesh=True +BP_Enemy_C.Tick=True +BP_Enemy_C.ComponentTick=True +BP_Enemy_C.Clothing=True +BP_Enemy_C.LeaderPoseComponent=True +BP_Enemy_C.Physics=True +BP_Enemy_C.Collision=True +BP_Enemy_C.AnimationRig=True +BP_Enemy_C.Lighting=True +BP_Enemy_C.Deformer=True +BP_Enemy_C.SkinWeights=True +BP_Enemy_C.HLOD=True +BP_Enemy_C.Rendering=True +BP_Enemy_C.PathTracing=True +BP_Enemy_C.Mobile=True +BP_Enemy_C.Navigation=True +BP_Enemy_C.RayTracing=True +BP_Enemy_C.VirtualTexture=True +BP_Enemy_C.Tags=True +BP_Enemy_C.AssetUserData=True +BP_Enemy_C.Replication=True +BP_Enemy_C.ComponentReplication=True +BP_Enemy_C.Activation=True +BP_Enemy_C.Variable=True +BP_Enemy_C.Cooking=True +BP_Enemy_C.Character Movement (General Settings)=True +BP_Enemy_C.Character Movement: Walking=True +BP_Enemy_C.Character Movement: Jumping / Falling=True +BP_Enemy_C.Character Movement (Networking)=True +BP_Enemy_C.Character Movement: Swimming=True +BP_Enemy_C.Character Movement: Flying=True +BP_Enemy_C.Character Movement: Custom Movement=True +BP_Enemy_C.Character Movement (Rotation Settings)=True +BP_Enemy_C.Character Movement: Physics Interaction=True +BP_Enemy_C.Character Movement=True +BP_Enemy_C.Character Movement: Avoidance=True +BP_Enemy_C.RootMotion=True +BP_Enemy_C.Character Movement: NavMesh Movement=True +BP_Enemy_C.NavMovement=True +BP_Enemy_C.Velocity=True +BP_Enemy_C.PlanarMovement=True +BP_Enemy_C.MovementComponent=True +BP_Enemy_C.Shape=True +BP_Enemy_C.Character=True +BP_Enemy_C.Camera=True +BP_Enemy_C.Pawn=True +BP_Enemy_C.Actor=True +BP_Enemy_C.Input=True +BP_Enemy_C.WorldPartition=True +BP_Enemy_C.Events=True +BP_Enemy_C.Materials=True +BP_Enemy_C.SkeletalMesh=True +BP_Enemy_C.Optimization=True +BP_Enemy_C.LOD=True +BP_Enemy_C.MaterialParameters=True +BP_Enemy_C.TextureStreaming=True +EdGraph.Graph=True +K2Node_CustomEvent.GraphNodeDetail=True +K2Node_CustomEvent.Graph=True +K2Node_CustomEvent.Inputs=True +K2Node_CallFunction.Graph=True +PropertyWrapper.Variable=True +PropertyWrapper.DefaultValueCategory=True + +[DetailMultiObjectNodeExpansion] +GeneralProjectSettings=True + +[AssetEditorSubsystem] +CleanShutdown=False +OpenAssetsAtExit=/Game/Characters/Teuthisan/BP_Teuthisan.BP_Teuthisan + +[ContentBrowser] +AssetDialog.ThumbnailSize=2 +AssetDialog.CurrentViewType=1 +ContentBrowserDrawer.SourcesExpanded=True +ContentBrowserDrawer.FavoritesAreaExpanded=False +ContentBrowserDrawer.PathAreaExpanded=True +ContentBrowserDrawer.CollectionAreaExpanded=False +ContentBrowserDrawer.FavoritesSearchAreaExpanded=False +ContentBrowserDrawer.PathSearchAreaExpanded=False +ContentBrowserDrawer.CollectionSearchAreaExpanded=False +ContentBrowserDrawer.VerticalSplitter.SlotSize0=0.150000006 +ContentBrowserDrawer.VerticalSplitter.SlotSize1=0.75 +ContentBrowserDrawer.FavoriteSplitter.SlotSize0=0.200000003 +ContentBrowserDrawer.FavoriteSplitter.SlotSize1=0.800000012 +ContentBrowserDrawer.FavoriteSplitter.SlotSize2=0.400000006 +ContentBrowserDrawer.SelectedPaths=/Game/Characters/Teuthisan +ContentBrowserDrawer.PluginFilters= +ContentBrowserDrawer.Favorites.SelectedPaths= +FavoritePaths= +ContentBrowserDrawer.SelectedCollections= +ContentBrowserDrawer.ExpandedCollections= +ContentBrowserDrawer.ThumbnailSize=2 +ContentBrowserDrawer.CurrentViewType=1 +AssetPropertyPicker.ThumbnailSize=2 +AssetPropertyPicker.CurrentViewType=0 + +[ContentBrowserRecent] +MRUItem0=/Game/Characters/Teuthisan/BP_Enemy +MRUItem1=/Game/Characters/Teuthisan/BP_ControllerAI +MRUItem2=/Game/Characters/Teuthisan/BP_Teuthisan +MRUItem3=/Game/Characters/Teuthisan/Textures/T_Alien_Torso_S +MRUItem4=/Game/Characters/Teuthisan/Textures/T_Alien_Torso_SSS_M + +[AssetEditorToolkitTabLocation] +/Game/Characters/Teuthisan/Textures/T_Alien_Torso_SSS_M.T_Alien_Torso_SSS_M=1 +/Game/Characters/Teuthisan/Textures/T_Alien_Torso_S.T_Alien_Torso_S=1 +/Game/Characters/Teuthisan/BP_Teuthisan.BP_Teuthisan=1 + +[/Script/BlueprintGraph.BlueprintEditorSettings] +bDrawMidpointArrowsInBlueprints=False +bShowGraphInstructionText=True +bHideUnrelatedNodes=False +bShowShortTooltips=True +bEnableInputTriggerSupportWarnings=False +bSplitContextTargetSettings=True +bExposeAllMemberComponentFunctions=True +bShowContextualFavorites=False +bExposeDeprecatedFunctions=False +bCompactCallOnMemberNodes=False +bFlattenFavoritesMenus=True +bAutoCastObjectConnections=False +bShowViewportOnSimulate=False +bSpawnDefaultBlueprintNodes=True +bHideConstructionScriptComponentsInDetailsView=True +bHostFindInBlueprintsInGlobalTab=True +bNavigateToNativeFunctionsFromCallNodes=True +bDoubleClickNavigatesToParent=True +bEnableTypePromotion=True +TypePromotionPinDenyList=("string","text") +BreakpointReloadMethod=RestoreAll +bEnablePinValueInspectionTooltips=True +bEnableNamespaceEditorFeatures=True +bEnableContextMenuTimeSlicing=False +bFavorPureCastNodes=False +SaveOnCompile=SoC_Never +bJumpToNodeErrors=False +bAllowExplicitImpureNodeDisabling=False +bShowActionMenuItemSignatures=False +bBlueprintNodeUniqueNames=False +bShowDetailedCompileResults=False +CompileEventDisplayThresholdMs=5 +NodeTemplateCacheCapMB=20.000000 +bShowInheritedVariables=False +bAlwaysShowInterfacesInOverrides=True +bShowParentClassInOverrides=True +bShowEmptySections=True +bShowAccessSpecifier=False +Bookmarks=() +PerBlueprintSettings=() +bIncludeCommentNodesInBookmarksTab=True +bShowBookmarksForCurrentDocumentOnlyInTab=False +GraphEditorQuickJumps=() + +[DetailCategoriesAdvanced] +SkeletalMeshComponent.Animation=False + +[PlacementMode] +RecentlyPlaced=/Game/Characters/Teuthisan/BP_Teuthisan.BP_Teuthisan; + +[DetailPropertyExpansion] +BP_Teuthisan_C= +BP_Enemy_C= +Character= +Pawn= + diff --git a/Saved/Config/MacEditor/Engine.ini b/Saved/Config/MacEditor/Engine.ini new file mode 100644 index 0000000000000000000000000000000000000000..80b08ffd9e8ff8cb634e3bdecb9753202a76e814 --- /dev/null +++ b/Saved/Config/MacEditor/Engine.ini @@ -0,0 +1,71 @@ +[Core.System] +Paths=../../../Engine/Content +Paths=%GAMEDIR%Content +Paths=../../../Engine/Plugins/TraceUtilities/Content +Paths=../../../Engine/Plugins/Bridge/Content +Paths=../../../Engine/Plugins/VirtualProduction/Takes/Content +Paths=../../../Engine/Plugins/Animation/ControlRigSpline/Content +Paths=../../../Engine/Plugins/Animation/IKRig/Content +Paths=../../../Engine/Plugins/Animation/ControlRig/Content +Paths=../../../Engine/Plugins/Experimental/MeshLODToolset/Content +Paths=../../../Engine/Plugins/Experimental/Dataflow/Content +Paths=../../../Engine/Plugins/Experimental/ChaosNiagara/Content +Paths=../../../Engine/Plugins/Experimental/PythonScriptPlugin/Content +Paths=../../../Engine/Plugins/Experimental/GeometryFlow/Content +Paths=../../../Engine/Plugins/Experimental/UVEditor/Content +Paths=../../../Engine/Plugins/Experimental/ChaosSolverPlugin/Content +Paths=../../../Engine/Plugins/Experimental/MeshModelingToolsetExp/Content +Paths=../../../Engine/Plugins/Experimental/ChaosCaching/Content +Paths=../../../Engine/Plugins/Experimental/ChaosClothEditor/Content +Paths=../../../Engine/Plugins/Experimental/FullBodyIK/Content +Paths=../../../Engine/Plugins/Interchange/Runtime/Content +Paths=../../../Engine/Plugins/Experimental/GeometryCollectionPlugin/Content +Paths=../../../Engine/Plugins/Developer/AnimationSharing/Content +Paths=../../../Engine/Plugins/MovieScene/SequencerScripting/Content +Paths=../../../Engine/Plugins/Editor/BlueprintHeaderView/Content +Paths=../../../Engine/Plugins/Editor/GLTFImporter/Content +Paths=../../../Engine/Plugins/Editor/GeometryMode/Content +Paths=../../../Engine/Plugins/Editor/ModelingToolsEditorMode/Content +Paths=../../../Engine/Plugins/Editor/SpeedTreeImporter/Content +Paths=../../../Engine/Plugins/Enterprise/GLTFExporter/Content +Paths=../../../Engine/Plugins/Enterprise/DatasmithContent/Content +Paths=../../../Engine/Plugins/FX/Niagara/Content +Paths=../../../Engine/Plugins/Runtime/ResonanceAudio/Content +Paths=../../../Engine/Plugins/Runtime/AudioWidgets/Content +Paths=../../../Engine/Plugins/Runtime/Synthesis/Content +Paths=../../../Engine/Plugins/Runtime/MeshModelingToolset/Content +Paths=../../../Engine/Plugins/Runtime/WaveTable/Content +Paths=../../../Engine/Plugins/Runtime/AudioSynesthesia/Content +Paths=../../../Engine/Plugins/Runtime/GeometryProcessing/Content +Paths=../../../Engine/Plugins/2D/Paper2D/Content +Paths=../../../Engine/Plugins/Media/MediaPlate/Content +Paths=../../../Engine/Plugins/Runtime/Metasound/Content +Paths=../../../Engine/Plugins/Media/MediaCompositing/Content +Paths=../../../Engine/Plugins/Editor/ObjectMixer/ObjectMixer/Content +Paths=../../../Engine/Plugins/Editor/ObjectMixer/LightMixer/Content + +[/Script/UnrealEd.UnrealEdEngine] +TemplateMapInfos=(ThumbnailTexture=None,Thumbnail="/Engine/Maps/Templates/Thumbnails/OpenWorld.OpenWorld",Map="/Engine/Maps/Templates/OpenWorld",DisplayName="Open World",Category="OpenWorld") +TemplateMapInfos=(ThumbnailTexture=None,Thumbnail="/Engine/Maps/Templates/Thumbnails/Basic.Basic",Map="/Engine/Maps/Templates/Template_Default",DisplayName="Basic",Category="") + +[/Script/AndroidPlatformEditor.AndroidSDKSettings] +SDKPath=(Path="") +NDKPath=(Path="") +JavaPath=(Path="") + +[/Script/UdpMessaging.UdpMessagingSettings] +EnabledByDefault=False +EnableTransport=True +bAutoRepair=True +MaxSendRate=1.000000 +AutoRepairAttemptLimit=10 +WorkQueueSize=1024 +bStopServiceWhenAppDeactivates=True +UnicastEndpoint=0.0.0.0:0 +MulticastEndpoint=230.0.0.1:6666 +MessageFormat=CborPlatformEndianness +MulticastTimeToLive=1 +EnableTunnel=False +TunnelUnicastEndpoint= +TunnelMulticastEndpoint= + diff --git a/Saved/Config/MacEditor/GameUserSettings.ini b/Saved/Config/MacEditor/GameUserSettings.ini new file mode 100644 index 0000000000000000000000000000000000000000..db6230c9ba2e309c03afba2e153b02f2bc6cc21d --- /dev/null +++ b/Saved/Config/MacEditor/GameUserSettings.ini @@ -0,0 +1,29 @@ +[/Script/Engine.GameUserSettings] +bUseVSync=False +bUseDynamicResolution=False +ResolutionSizeX=2880 +ResolutionSizeY=1800 +LastUserConfirmedResolutionSizeX=2880 +LastUserConfirmedResolutionSizeY=1800 +WindowPosX=-1 +WindowPosY=-1 +FullscreenMode=1 +LastConfirmedFullscreenMode=1 +PreferredFullscreenMode=1 +Version=5 +AudioQualityLevel=0 +LastConfirmedAudioQualityLevel=0 +FrameRateLimit=0.000000 +DesiredScreenWidth=1280 +bUseDesiredScreenHeight=False +DesiredScreenHeight=720 +LastUserConfirmedDesiredScreenWidth=1280 +LastUserConfirmedDesiredScreenHeight=720 +LastRecommendedScreenWidth=-1.000000 +LastRecommendedScreenHeight=-1.000000 +LastCPUBenchmarkResult=-1.000000 +LastGPUBenchmarkResult=-1.000000 +LastGPUBenchmarkMultiplier=1.000000 +bUseHDRDisplayOutput=False +HDRDisplayOutputNits=1000 + diff --git a/Saved/Config/WorldState/3222581562.json b/Saved/Config/WorldState/3222581562.json index f634c2753f3b3aec4c44a14dda230fe9fb4f558f..642eb67b17e2c54b47675749e3ff247e85a9e298 100644 Binary files a/Saved/Config/WorldState/3222581562.json and b/Saved/Config/WorldState/3222581562.json differ diff --git a/Saved/SourceControl/UncontrolledChangelists.json b/Saved/SourceControl/UncontrolledChangelists.json index 72e5a4fdd8f039ec639a1d6e622c3046278ed364..e641541d80371ea46cb2c89b6ca0481da649a766 100644 --- a/Saved/SourceControl/UncontrolledChangelists.json +++ b/Saved/SourceControl/UncontrolledChangelists.json @@ -5,6 +5,11 @@ "guid": "00000000000000000000000000000000", "description": "Default Uncontrolled Changelist", "files": [ + "/Users/mseay/Documents/Unreal Projects/gamedev_project/Content/__ExternalActors__/NewMap/3/UC/7TBIORH5HKE5O9X54UP1V7.uasset", + "/Users/mseay/Documents/Unreal Projects/gamedev_project/Content/NewMap.umap", + "/Users/mseay/Documents/Unreal Projects/gamedev_project/Content/Characters/Teuthisan/BP_Teuthisan.uasset", + "/Users/mseay/Documents/Unreal Projects/gamedev_project/Content/Characters/Teuthisan/BP_ControllerAI.uasset", + "/Users/mseay/Documents/Unreal Projects/gamedev_project/Content/Characters/Teuthisan/BP_Enemy.uasset", "C:/Users/brendah5/Documents/Unreal Projects/MyProject4/Content/Untitled_HLOD0_Instancing.uasset", "C:/Users/brendah5/Documents/Unreal Projects/MyProject4/Content/__ExternalActors__/Untitled/C/VR/0LAVFHBFPQHWQIE58DO5WF.uasset", "C:/Users/brendah5/Documents/Unreal Projects/MyProject4/Content/__ExternalObjects__/Untitled/4/HU/B285Y38RMUAD5X0BOB317C.uasset",