// Copyright Epic Games, Inc. All Rights Reserved. #pragma once // Change this to force recompilation of all MegaLights shaders #pragma message("UESHADERMETADATA_VERSION VE4B3E07-ACF4-A565-BF1C-747A9EA5FD52") #include "/Engine/Shared/MegaLightsDefinitions.h" bool IsSimpleShadingTileType(uint TileType) { return TileType == TILE_MODE_SIMPLE_SHADING || TileType == TILE_MODE_SIMPLE_SHADING_RECT || TileType == TILE_MODE_SIMPLE_SHADING_RECT_TEXTURED; } bool IsRectLightTileType(uint TileType) { return TileType == TILE_MODE_SIMPLE_SHADING_RECT || TileType == TILE_MODE_COMPLEX_SHADING_RECT || TileType == TILE_MODE_SIMPLE_SHADING_RECT_TEXTURED || TileType == TILE_MODE_COMPLEX_SHADING_RECT_TEXTURED #if SUBSTRATE_ENABLED || TileType == TILE_MODE_SINGLE_SHADING_RECT || TileType == TILE_MODE_COMPLEX_SPECIAL_SHADING_RECT || TileType == TILE_MODE_SINGLE_SHADING_RECT_TEXTURED || TileType == TILE_MODE_COMPLEX_SPECIAL_SHADING_RECT_TEXTURED #endif ; } bool IsTexturedLightTileType(uint TileType) { return TileType == TILE_MODE_SIMPLE_SHADING_RECT_TEXTURED || TileType == TILE_MODE_COMPLEX_SHADING_RECT_TEXTURED #if SUBSTRATE_ENABLED || TileType == TILE_MODE_SINGLE_SHADING_RECT_TEXTURED || TileType == TILE_MODE_COMPLEX_SPECIAL_SHADING_RECT_TEXTURED #endif ; } #if SUBSTRATE_ENABLED #define MAX_USED_TILE_MODE TILE_MODE_MAX #else #define MAX_USED_TILE_MODE TILE_MODE_MAX_LEGACY #endif #if TILE_TYPE == TILE_MODE_SIMPLE_SHADING_RECT_TEXTURED || TILE_TYPE == TILE_MODE_COMPLEX_SHADING_RECT_TEXTURED || TILE_TYPE == TILE_MODE_SINGLE_SHADING_RECT_TEXTURED || TILE_TYPE == TILE_MODE_COMPLEX_SPECIAL_SHADING_RECT_TEXTURED #define USE_SOURCE_TEXTURE 1 #else #define USE_SOURCE_TEXTURE 0 #endif #ifndef DEBUG_MODE #define SHADER_PRINT_ALLOW 0 #endif #include "../LightGridCommon.ush" #define SUPPORT_CONTACT_SHADOWS 0 #define NON_DIRECTIONAL_DIRECT_LIGHTING 0 #include "../DeferredLightingCommon.ush" #include "../SceneData.ush" #include "../Hash.ush" #include "../ShaderPrint.ush" #define FontValue FontWhite #define FontSelected FontRed #define FontTitle FontEmerald #define FontBackground float4(0, 0, 0, 0.25f) #include "../Lumen/LumenPosition.ush" #include "../StochasticLighting/StochasticLightingUpsample.ush" #if !PLATFORM_SUPPORTS_REAL_TYPES #define half3x2 float3x2 #endif #define DEBUG_MODE_VISUALIZE_TRACING 1 #define DEBUG_MODE_VISUALIZE_SAMPLING 2 #define DEBUG_MODE_TILE_CLASSIFICATION 3 void PrintTileTypeString(inout FShaderPrintContext Context, uint TileType, FFontColor InColor = FontWhite) { #if DEBUG_MODE switch (TileType) { case TILE_MODE_SIMPLE_SHADING: Print(Context, TEXT("Simple "), InColor); break; case TILE_MODE_COMPLEX_SHADING: Print(Context, TEXT("Complex "), InColor); break; case TILE_MODE_SIMPLE_SHADING_RECT: Print(Context, TEXT("Simple Rect "), InColor); break; case TILE_MODE_COMPLEX_SHADING_RECT: Print(Context, TEXT("Complex Rect "), InColor); break; case TILE_MODE_SIMPLE_SHADING_RECT_TEXTURED: Print(Context, TEXT("Simple Textured Rect "), InColor); break; case TILE_MODE_COMPLEX_SHADING_RECT_TEXTURED: Print(Context, TEXT("Complex Textured Rect"), InColor); break; case TILE_MODE_EMPTY: Print(Context, TEXT("Empty "), InColor); break; #if SUBSTRATE_ENABLED case TILE_MODE_SINGLE_SHADING: Print(Context, TEXT("Single "), InColor); break; case TILE_MODE_COMPLEX_SPECIAL_SHADING: Print(Context, TEXT("Complex Special "), InColor); break; case TILE_MODE_SINGLE_SHADING_RECT: Print(Context, TEXT("Single Rect "), InColor); break; case TILE_MODE_COMPLEX_SPECIAL_SHADING_RECT: Print(Context, TEXT("Complex Special Rect "), InColor); break; case TILE_MODE_SINGLE_SHADING_RECT_TEXTURED: Print(Context, TEXT("Single Textured Rect "), InColor); break; case TILE_MODE_COMPLEX_SPECIAL_SHADING_RECT_TEXTURED: Print(Context, TEXT("Complex Sp.Text. Rect"), InColor); break; #endif } #endif } int2 DebugCursorPosition; int2 GetDebugScreenCoord() { const int2 CursorPosition = all(DebugCursorPosition >= 0) ? DebugCursorPosition : View.CursorPosition * View.ViewResolutionFraction; const int2 DebugScreenCoord = CursorPosition.x >= 0 ? View.ViewRectMin.xy + CursorPosition : -1; return DebugScreenCoord; } uint2 DownsampleFactor; // Utility to avoid int mult/div operations uint2 GetDownsampleFactor() { return select(DownsampleFactor == 1, uint2(1, 1), uint2(2, 2)); } FShaderPrintContext InitDebugContext(uint2 ScreenCoord, bool bDownsampled, float2 StartPos) { FShaderPrintContext DebugContext; #if DEBUG_MODE int2 DebugScreenCoord = GetDebugScreenCoord(); if (bDownsampled) { DebugScreenCoord /= GetDownsampleFactor(); } DebugContext = InitShaderPrintContext(all(ScreenCoord == DebugScreenCoord), StartPos); #else DebugContext = InitShaderPrintContext(false, StartPos); #endif return DebugContext; } FShaderPrintContext InitDebugContext(bool bActive, float2 StartPos) { FShaderPrintContext DebugContext; #if DEBUG_MODE DebugContext = InitShaderPrintContext(bActive, StartPos); #else DebugContext = InitShaderPrintContext(false, StartPos); #endif return DebugContext; } uint PackTile(uint2 TileCoord) { return TileCoord.x | (TileCoord.y << 16); } uint2 UnpackTile(uint PackedTile) { return uint2(PackedTile & 0xFFFF, PackedTile >> 16); } struct FLightSample { uint LocalLightIndex; float Weight; bool bVisible; bool bGuidedAsVisible; }; FLightSample InitLightSample() { FLightSample LightSample; LightSample.LocalLightIndex = MAX_LOCAL_LIGHT_INDEX; LightSample.Weight = 0.0f; LightSample.bVisible = false; LightSample.bGuidedAsVisible = false; return LightSample; } uint PackLightSample(FLightSample LightSample) { uint PackedLightSample = LightSample.LocalLightIndex & 0xFFFF; PackedLightSample |= (f32tof16(LightSample.Weight) & 0x7FFE) << 16; PackedLightSample |= LightSample.bGuidedAsVisible ? 0x10000 : 0; PackedLightSample |= LightSample.bVisible ? 0x80000000 : 0; return PackedLightSample; } FLightSample UnpackLightSample(uint PackedLightSample) { FLightSample LightSample = InitLightSample(); LightSample.LocalLightIndex = PackedLightSample & 0xFFFF; LightSample.Weight = f16tof32((PackedLightSample >> 16) & 0x7FFE); LightSample.bGuidedAsVisible = PackedLightSample & 0x10000 ? true : false; LightSample.bVisible = PackedLightSample & 0x80000000 ? true : false; return LightSample; } struct FLightSampleRay { float RayDistance; // Distance traversed by ray float2 UV; bool bCompleted; // Whether tracing was completed bool bHair; bool bBackfaceDiffuse; }; FLightSampleRay InitLightSampleRay() { FLightSampleRay LightSampleRay; LightSampleRay.UV = 0.5f; LightSampleRay.RayDistance = 0.0f; LightSampleRay.bCompleted = true; LightSampleRay.bHair = false; LightSampleRay.bBackfaceDiffuse = false; return LightSampleRay; } uint PackLightSampleRay(FLightSampleRay LightSampleRay) { uint Packed = 0; Packed = f32tof16(LightSampleRay.RayDistance); Packed |= LightSampleRay.bBackfaceDiffuse ? 0x8000 : 0; Packed |= uint(LightSampleRay.UV.x * 0x7F + 0.5f) << 16; Packed |= uint(LightSampleRay.UV.y * 0x7F + 0.5f) << 23; Packed |= LightSampleRay.bCompleted ? 0x40000000 : 0; Packed |= LightSampleRay.bHair ? 0x80000000 : 0; return Packed; } FLightSampleRay UnpackLightSampleRay(uint Packed) { FLightSampleRay LightSampleRay = InitLightSampleRay(); LightSampleRay.RayDistance = f16tof32(Packed & 0x7FFF); LightSampleRay.bBackfaceDiffuse = Packed & 0x8000 ? true : false; LightSampleRay.UV.x = ((Packed >> 16) & 0x7F) / float(0x7F); LightSampleRay.UV.y = ((Packed >> 23) & 0x7F) / float(0x7F); LightSampleRay.bCompleted = Packed & 0x40000000 ? true : false; LightSampleRay.bHair = Packed & 0x80000000 ? true : false; return LightSampleRay; } struct FVolumeLightSampleRay { bool bCompleted; // Whether tracing was completed }; FVolumeLightSampleRay InitVolumeLightSampleRay() { FVolumeLightSampleRay VolumeLightSampleRay; VolumeLightSampleRay.bCompleted = true; return VolumeLightSampleRay; } uint PackVolumeLightSampleRay(FVolumeLightSampleRay VolumeLightSampleRay) { uint Packed = 0; Packed |= VolumeLightSampleRay.bCompleted ? 0x1 : 0; return Packed; } FVolumeLightSampleRay UnpackVolumeLightSampleRay(uint Packed) { FVolumeLightSampleRay VolumeLightSampleRay = InitVolumeLightSampleRay(); VolumeLightSampleRay.bCompleted = Packed & 0x1 ? true : false; return VolumeLightSampleRay; } bool GetLightVisibility(uint VisibleLightHash[VISIBLE_LIGHT_HASH_SIZE], uint PrevLocalLightIndex) { uint Hash = PCGHash(PrevLocalLightIndex); uint WrappedLocalLightIndex = Hash % (4 * 32); uint DWORDIndex = WrappedLocalLightIndex / 32; uint BitMask = 1u << (WrappedLocalLightIndex % 32); bool Test0 = (VisibleLightHash[DWORDIndex] & BitMask) != 0; WrappedLocalLightIndex = (Hash >> 8) % (4 * 32); DWORDIndex = WrappedLocalLightIndex / 32; BitMask = 1u << (WrappedLocalLightIndex % 32); bool Test1 = (VisibleLightHash[DWORDIndex] & BitMask) != 0; return Test0 && Test1; } uint MegaLightsStateFrameIndex; /** * Returns sample jitter offset in the range [0, DOWNSAMPLE_FACTOR_XY - 1] */ uint2 GetSampleScreenCoordJitter(uint2 DownsampledScreenCoord) { uint2 Jitter = 0; if (DownsampleFactor.x != 1) { if (DownsampleFactor.y != 1) { Jitter = GetDownsampleJitter2x2(DownsampledScreenCoord); } else { Jitter = GetDownsampleJitter2x1(DownsampledScreenCoord); } } return Jitter; } uint2 DownsampledScreenCoordToScreenCoord(uint2 DownsampledScreenCoord) { return DownsampledScreenCoord * GetDownsampleFactor() + GetSampleScreenCoordJitter(DownsampledScreenCoord); } float2 DownsampledScreenCoordToScreenUV(uint2 DownsampledScreenCoord) { uint2 ScreenCoord = DownsampledScreenCoordToScreenCoord(DownsampledScreenCoord); float2 ScreenUV = (ScreenCoord + 0.5f) * View.BufferSizeAndInvSize.zw; return ScreenUV; } uint2 NumSamplesPerPixelDivideShift; uint2 SampleCoordToDownsampledScreenCoord(uint2 SampleCoord) { // SampleCoord / NumSamplesPerPixel return SampleCoord >> NumSamplesPerPixelDivideShift; } uint3 NumSamplesPerVoxelDivideShift; uint3 SampleCoordToDownsampledVolumeCoord(uint3 SampleCoord) { // SampleCoord / NumSamplesPerVoxel return SampleCoord >> NumSamplesPerVoxelDivideShift; } uint2 SampleCoordToScreenCoord(uint2 SampleCoord) { uint2 DownsampledScreenCoord = SampleCoordToDownsampledScreenCoord(SampleCoord); return DownsampledScreenCoord * GetDownsampleFactor() + GetSampleScreenCoordJitter(DownsampledScreenCoord); }