Files
UnrealEngine/Engine/Plugins/TextureGraph/Shaders/TextureGraphMaterialShader.usf
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

148 lines
4.9 KiB
HLSL

// Copyright Epic Games, Inc. All Rights Reserved.
#undef SCENE_TEXTURES_DISABLED
#define SCENE_TEXTURES_DISABLED 1
#define SUBSTRATE_INLINE_SHADING 1
#define SUBSTRATE_USE_FULLYSIMPLIFIED_MATERIAL 1
#include "/Engine/Public/Platform.ush"
#include "/Engine/Private/Common.ush"
#include "/Engine/Generated/Material.ush"
#define SHADER_MATERIAL_USES_SUBSTRATE (SUBSTRATE_ENABLED && MATERIAL_IS_SUBSTRATE)
#if SHADER_MATERIAL_USES_SUBSTRATE
#define MATERIAL_SUBSTRATE_OPAQUE_PRECOMPUTED_LIGHTING 0
#define SUBSTRATE_MATERIAL_EXPORT_REQUESTED 1
#include "/Engine/Private/Substrate/SubstrateExport.ush"
#endif // SHADER_MATERIAL_USES_SUBSTRATE
float4 PSControl;
#include "TileInfo.ush"
void TextureGraphMaterialShaderVS(
in float4 InPosition : ATTRIBUTE0,
in float2 InTexCoord : ATTRIBUTE1,
out float2 OutUV : TEXCOORD0,
out float4 OutPosition : SV_POSITION
)
{
OutPosition = InPosition;
OutUV = InTexCoord;
}
void TextureGraphMaterialShaderPS(
in float2 InUV : TEXCOORD0,
in float4 SvPosition : SV_Position, // after all interpolators
out float4 OutColor : SV_Target0
)
{
// Transform the uv injected coming from [0,1] domain to target the region of the current tile beeing rendered
InUV = (InUV + float2(TileInfo_TileX, TileInfo_TileY)) / float2(TileInfo_TileCountX, TileInfo_TileCountY);
ResolvedView = ResolveView();
FMaterialPixelParameters MaterialParameters = MakeInitializedMaterialPixelParameters();
#if MATERIAL_VIRTUALTEXTURE_FEEDBACK
InitializeVirtualTextureFeedback(MaterialParameters.VirtualTextureFeedback);
#endif
float2 ViewportUV = InUV;
#if NUM_MATERIAL_TEXCOORDS
for(int CoordinateIndex = 0;CoordinateIndex < NUM_MATERIAL_TEXCOORDS;CoordinateIndex++)
{
MaterialParameters.TexCoords[0] = ViewportUV;
}
#endif // NUM_MATERIAL_TEXCOORDS
SvPosition.z = LookupDeviceZ(ViewportUVToBufferUV(ViewportUV));
SvPosition.z = max(SvPosition.z, 1e-18);
// fill out other related material parameters
FPixelMaterialInputs PixelMaterialInputs;
CalcMaterialParametersPost(MaterialParameters, PixelMaterialInputs, SvPosition, true);
// Extract the value we want to represent
half3 MatBaseColor = GetMaterialBaseColor(PixelMaterialInputs);
half3 MatMetallic = GetMaterialMetallic(PixelMaterialInputs);
half3 MatSpecular = GetMaterialSpecular(PixelMaterialInputs);
half3 MatRoughness = GetMaterialRoughness(PixelMaterialInputs);
half3 MatAnisotropy = GetMaterialAnisotropy(PixelMaterialInputs);
half3 MatEmissive = GetMaterialEmissive(PixelMaterialInputs);
half3 MatOpacity = GetMaterialOpacity(PixelMaterialInputs);
half3 MatOpacityMask = float3(0,0,0);
#if MATERIALBLENDING_MASKED
MatOpacityMask = GetMaterialOpacityMaskClipValue();
#endif // MATERIALBLENDING_TRANSLUCENT
half3 MatNormal = float3(0,0,0);
half3 MatTangent = float3(0,0,0);
#if MATERIAL_TANGENTSPACENORMAL
MatNormal = GetMaterialNormal(MaterialParameters, PixelMaterialInputs) * 0.5 + 0.5;
MatTangent = GetMaterialTangent(PixelMaterialInputs) * 0.5 + 0.5;
#endif // MATERIAL_TANGENTSPACENORMAL
#if SHADER_MATERIAL_USES_SUBSTRATE
// Initialise a Substrate header with normal in registers
FSubstrateData SubstrateData = PixelMaterialInputs.GetFrontSubstrateData();
FSubstratePixelHeader SubstratePixelHeader = MaterialParameters.GetFrontSubstrateHeader();
FSubstrateIntegrationSettings Settings = InitSubstrateIntegrationSettings();
const float3 SurfaceWorldNormal = MaterialParameters.TangentToWorld[2].xyz;
const float3 V = MaterialParameters.CameraVector;
FExportResult Export = SubstrateMaterialExportOut(
Settings,
SubstratePixelHeader,
SubstrateData,
V,
SurfaceWorldNormal,
MaterialParameters.WorldPosition_CamRelative,
0.0f // Curvature
);
#if MATERIAL_VIRTUALTEXTURE_FEEDBACK
FinalizeVirtualTextureFeedback(
MaterialParameters.VirtualTextureFeedback,
MaterialParameters.SvPosition,
View.VTFeedbackBuffer
);
#endif
MatBaseColor = Export.BaseColor;
MatMetallic = Export.Metallic;
MatSpecular = Export.Specular;
MatRoughness = Export.Roughness;
MatEmissive = Export.EmissiveLuminance;
MatNormal = Export.WorldNormal * 0.5 + 0.5;
MatOpacity = Export.Opacity;
#if MATERIAL_USES_ANISOTROPY
MatTangent = Export.WorldTangent * 0.5 + 0.5;
MatAnisotropy = Export.Anisotropy;
#endif
#endif // SHADER_MATERIAL_USES_SUBSTRATE
half3 UV = half3(ViewportUV, 0);
half3 Tile = half3(float2(TileInfo_TileX, TileInfo_TileY) / float2(TileInfo_TileCountX, TileInfo_TileCountY), 0);
float Attribute = floor(clamp(PSControl.x, 0, PSControl.y));
half3 Color = (Attribute <= 0.0) * MatBaseColor;
Color += (Attribute == 1.0) * MatMetallic;
Color += (Attribute == 2.0) * MatSpecular;
Color += (Attribute == 3.0) * MatRoughness;
Color += (Attribute == 4.0) * MatAnisotropy;
Color += (Attribute == 5.0) * MatEmissive;
Color += (Attribute == 6.0) * MatOpacity;
Color += (Attribute == 7.0) * MatOpacityMask;
Color += (Attribute == 8.0) * MatNormal;
Color += (Attribute >= 9.0) * MatTangent;
Color = lerp(Color, UV, PSControl.z);
Color = lerp(Color, Tile, PSControl.w);
OutColor = float4(Color, 1.0);
}