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UnrealEngine/Engine/Plugins/FX/Niagara/Shaders/Private/NiagaraDataInterfaceVirtualTextureSampleTemplate.ush
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

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1.5 KiB
HLSL

// Copyright Epic Games, Inc. All Rights Reserved.
#define NUM_VIRTUALTEXTURE_SAMPLES 0
// Workaround for unbound View uniform buffer
#define VT_DISABLE_VIEW_UNIFORM_BUFFER 1
#include "/Engine/Private/VirtualTextureCommon.ush"
int2 {ParameterName}_TextureSize;
int {ParameterName}_MipLevels;
Texture2D<uint4> {ParameterName}_PageTableTexture0;
Texture2D<uint4> {ParameterName}_PageTableTexture1;
Texture2D {ParameterName}_PhysicalTexture;
uint4 {ParameterName}_VTPackedPageTableUniform[2];
uint4 {ParameterName}_VTPackedUniform;
SamplerState {ParameterName}_TextureSampler;
void SampleTexture2D_{ParameterName}(in float2 UV, in float MipLevel, out float4 OutValue)
{
uint LayerIndex = 0;
float4 Sample;
VTPageTableResult PageTableResult = TextureLoadVirtualPageTableLevel({ParameterName}_PageTableTexture0, {ParameterName}_PageTableTexture1, VTPageTableUniform_Unpack({ParameterName}_VTPackedPageTableUniform[0], {ParameterName}_VTPackedPageTableUniform[1]), UV, VTADDRESSMODE_CLAMP, VTADDRESSMODE_CLAMP, MipLevel);
OutValue = TextureVirtualSample( {ParameterName}_PhysicalTexture, {ParameterName}_TextureSampler, PageTableResult, LayerIndex, VTUniform_Unpack({ParameterName}_VTPackedUniform));
}
void GetTextureDimensions_{ParameterName}(int MipLevel, out float2 OutValue)
{
OutValue.x = float(max({ParameterName}_TextureSize.x >> MipLevel, 1));
OutValue.y = float(max({ParameterName}_TextureSize.y >> MipLevel, 1));
}
void GetNumMipLevels_{ParameterName}(out int OutMipLevels)
{
OutMipLevels = {ParameterName}_MipLevels;
}