diff --git a/Elistria_Calling/Content/MAIN_CONTENT/Levels/German_City_House01_Interior.umap b/Elistria_Calling/Content/MAIN_CONTENT/Levels/German_City_House01_Interior.umap new file mode 100644 index 0000000..7b4b470 --- /dev/null +++ b/Elistria_Calling/Content/MAIN_CONTENT/Levels/German_City_House01_Interior.umap @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:eb5dce36ec258a8238bb8fdc1ece3d135e628ee4fac1380740c502d886ea6080 +size 40908 diff --git a/Elistria_Calling/Content/MAIN_CONTENT/Levels/_GENERATED/LoreNatusol/Extrude_EA59187C.uasset b/Elistria_Calling/Content/MAIN_CONTENT/Levels/_GENERATED/LoreNatusol/Extrude_EA59187C.uasset new file mode 100644 index 0000000..0efc73a --- /dev/null +++ b/Elistria_Calling/Content/MAIN_CONTENT/Levels/_GENERATED/LoreNatusol/Extrude_EA59187C.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:654b47f33a3e9a9cc0c7d45192be9acf3d45343457322d21cfed53172f22a16b +size 15158 diff --git a/Elistria_Calling/Content/MAIN_CONTENT/Levels/_GENERATED/LoreNatusol/Path_736D9002.uasset b/Elistria_Calling/Content/MAIN_CONTENT/Levels/_GENERATED/LoreNatusol/Path_736D9002.uasset new file mode 100644 index 0000000..4fad23b --- /dev/null +++ b/Elistria_Calling/Content/MAIN_CONTENT/Levels/_GENERATED/LoreNatusol/Path_736D9002.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:f1cee35c4075458e323c6c2895c9da5ce941b86d15fb138fc4ef77bbf845f45e +size 15708 diff --git a/Elistria_Calling/Content/MAIN_CONTENT/Levels/_GENERATED/LoreNatusol/Path_F365649D.uasset b/Elistria_Calling/Content/MAIN_CONTENT/Levels/_GENERATED/LoreNatusol/Path_F365649D.uasset new file mode 100644 index 0000000..7a7e20f --- /dev/null +++ b/Elistria_Calling/Content/MAIN_CONTENT/Levels/_GENERATED/LoreNatusol/Path_F365649D.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:dffb8a558bd5d0803862aab19f7f66a7b9bf875c75edc7f39c69b692d8f2108f +size 15909 diff --git a/Elistria_Calling/Intermediate/CachedAssetRegistry_0.bin b/Elistria_Calling/Intermediate/CachedAssetRegistry_0.bin deleted file mode 100644 index de6b848..0000000 Binary files a/Elistria_Calling/Intermediate/CachedAssetRegistry_0.bin and /dev/null differ diff --git a/Elistria_Calling/Intermediate/Config/CoalescedSourceConfigs/Crypto.ini b/Elistria_Calling/Intermediate/Config/CoalescedSourceConfigs/Crypto.ini deleted file mode 100644 index a9722af..0000000 --- a/Elistria_Calling/Intermediate/Config/CoalescedSourceConfigs/Crypto.ini +++ /dev/null @@ -1,4 +0,0 @@ -[SectionsToSave] -bCanSaveAllSections=false -Section=CurrentIniVersion - diff --git a/Elistria_Calling/Intermediate/Config/CoalescedSourceConfigs/GameUserSettings.ini b/Elistria_Calling/Intermediate/Config/CoalescedSourceConfigs/GameUserSettings.ini deleted file mode 100644 index 596cf1b..0000000 --- a/Elistria_Calling/Intermediate/Config/CoalescedSourceConfigs/GameUserSettings.ini +++ /dev/null @@ -1,7 +0,0 @@ -[SectionsToSave] -bCanSaveAllSections=false -Section=CurrentIniVersion - -[Internationalization] -ShouldUseLocalizedNumericInput=True - diff --git a/Elistria_Calling/Intermediate/Config/CoalescedSourceConfigs/InternationalizationExport.ini b/Elistria_Calling/Intermediate/Config/CoalescedSourceConfigs/InternationalizationExport.ini deleted file mode 100644 index a9722af..0000000 --- a/Elistria_Calling/Intermediate/Config/CoalescedSourceConfigs/InternationalizationExport.ini +++ /dev/null @@ -1,4 +0,0 @@ -[SectionsToSave] -bCanSaveAllSections=false -Section=CurrentIniVersion - diff --git a/Elistria_Calling/Intermediate/Config/CoalescedSourceConfigs/LocalizationServiceSettings.ini b/Elistria_Calling/Intermediate/Config/CoalescedSourceConfigs/LocalizationServiceSettings.ini deleted file mode 100644 index a9722af..0000000 --- a/Elistria_Calling/Intermediate/Config/CoalescedSourceConfigs/LocalizationServiceSettings.ini +++ /dev/null @@ -1,4 +0,0 @@ -[SectionsToSave] -bCanSaveAllSections=false -Section=CurrentIniVersion - diff --git a/Elistria_Calling/Intermediate/Config/CoalescedSourceConfigs/ObjectMixerSerializedData.ini b/Elistria_Calling/Intermediate/Config/CoalescedSourceConfigs/ObjectMixerSerializedData.ini deleted file mode 100644 index a9722af..0000000 --- a/Elistria_Calling/Intermediate/Config/CoalescedSourceConfigs/ObjectMixerSerializedData.ini +++ /dev/null @@ -1,4 +0,0 @@ -[SectionsToSave] -bCanSaveAllSections=false -Section=CurrentIniVersion - diff --git a/Elistria_Calling/Intermediate/Config/CoalescedSourceConfigs/TranslationPickerSettings.ini b/Elistria_Calling/Intermediate/Config/CoalescedSourceConfigs/TranslationPickerSettings.ini deleted file mode 100644 index a9722af..0000000 --- a/Elistria_Calling/Intermediate/Config/CoalescedSourceConfigs/TranslationPickerSettings.ini +++ /dev/null @@ -1,4 +0,0 @@ -[SectionsToSave] -bCanSaveAllSections=false -Section=CurrentIniVersion - diff --git a/Elistria_Calling/Intermediate/Config/CoalescedSourceConfigs/UnrealInsightsSessionBrowserSettings.ini b/Elistria_Calling/Intermediate/Config/CoalescedSourceConfigs/UnrealInsightsSessionBrowserSettings.ini deleted file mode 100644 index a9722af..0000000 --- a/Elistria_Calling/Intermediate/Config/CoalescedSourceConfigs/UnrealInsightsSessionBrowserSettings.ini +++ /dev/null @@ -1,4 +0,0 @@ -[SectionsToSave] -bCanSaveAllSections=false -Section=CurrentIniVersion - diff --git a/Elistria_Calling/Intermediate/Config/CoalescedSourceConfigs/UnrealInsightsSettings.ini b/Elistria_Calling/Intermediate/Config/CoalescedSourceConfigs/UnrealInsightsSettings.ini deleted file mode 100644 index a9722af..0000000 --- a/Elistria_Calling/Intermediate/Config/CoalescedSourceConfigs/UnrealInsightsSettings.ini +++ /dev/null @@ -1,4 +0,0 @@ -[SectionsToSave] -bCanSaveAllSections=false -Section=CurrentIniVersion - diff --git a/Elistria_Calling/Intermediate/PipInstall/Lib/site-packages/plugin_site_package.pth b/Elistria_Calling/Intermediate/PipInstall/Lib/site-packages/plugin_site_package.pth deleted file mode 100644 index e69de29..0000000 diff --git a/Elistria_Calling/Intermediate/PipInstall/extra_urls.txt b/Elistria_Calling/Intermediate/PipInstall/extra_urls.txt deleted file mode 100644 index e69de29..0000000 diff --git a/Elistria_Calling/Intermediate/PipInstall/merged_requirements.in b/Elistria_Calling/Intermediate/PipInstall/merged_requirements.in deleted file mode 100644 index e69de29..0000000 diff --git a/Elistria_Calling/Intermediate/PipInstall/pyreqs_plugins.list b/Elistria_Calling/Intermediate/PipInstall/pyreqs_plugins.list deleted file mode 100644 index e69de29..0000000 diff --git a/Elistria_Calling/Intermediate/ReimportCache/3688439234.bin b/Elistria_Calling/Intermediate/ReimportCache/3688439234.bin deleted file mode 100644 index 9eccffb..0000000 Binary files a/Elistria_Calling/Intermediate/ReimportCache/3688439234.bin and /dev/null differ diff --git a/Elistria_Calling/Intermediate/ShaderAutogen/PCD3D_SM5/AutogenShaderHeaders.ush b/Elistria_Calling/Intermediate/ShaderAutogen/PCD3D_SM5/AutogenShaderHeaders.ush deleted file mode 100644 index 8512835..0000000 --- a/Elistria_Calling/Intermediate/ShaderAutogen/PCD3D_SM5/AutogenShaderHeaders.ush +++ /dev/null @@ -1,493 +0,0 @@ -// 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; - 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/Elistria_Calling/Intermediate/ShaderAutogen/PCD3D_SM6/AutogenShaderHeaders.ush b/Elistria_Calling/Intermediate/ShaderAutogen/PCD3D_SM6/AutogenShaderHeaders.ush deleted file mode 100644 index 8512835..0000000 --- a/Elistria_Calling/Intermediate/ShaderAutogen/PCD3D_SM6/AutogenShaderHeaders.ush +++ /dev/null @@ -1,493 +0,0 @@ -// 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; - 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/Elistria_Calling/Intermediate/TargetInfo.json b/Elistria_Calling/Intermediate/TargetInfo.json deleted file mode 100644 index f3f2450..0000000 --- a/Elistria_Calling/Intermediate/TargetInfo.json +++ /dev/null @@ -1,24 +0,0 @@ -{ - "Targets": [ - { - "Name": "DotNetPerforceLib", - "Path": "..\\..\\..\\..\\UE_5.4\\Engine\\Source\\Programs\\Shared\\EpicGames.Perforce.Native\\DotNetPerforceLib.Target.cs", - "Type": "Program" - }, - { - "Name": "EventLoopUnitTests", - "Path": "..\\..\\..\\..\\UE_5.4\\Engine\\Source\\Runtime\\Online\\Experimental\\EventLoopTests\\EventLoopUnitTests.Target.cs", - "Type": "Program" - }, - { - "Name": "UnrealEditor", - "Path": "..\\..\\..\\..\\UE_5.4\\Engine\\Source\\UnrealEditor.Target.cs", - "Type": "Editor" - }, - { - "Name": "UnrealGame", - "Path": "..\\..\\..\\..\\UE_5.4\\Engine\\Source\\UnrealGame.Target.cs", - "Type": "Game" - } - ] -} \ No newline at end of file