@@ -51,7 +51,8 @@ void ForwardMaterialShader::Bind(BindParameters& params)
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int32 srv = 2;
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// Setup features
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if ((_info.FeaturesFlags & MaterialFeaturesFlags::GlobalIllumination) != MaterialFeaturesFlags::None) {
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if ((_info.FeaturesFlags & MaterialFeaturesFlags::GlobalIllumination) != MaterialFeaturesFlags::None)
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{
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GlobalIlluminationFeature::Bind(params, cb, srv);
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if ((_info.FeaturesFlags & MaterialFeaturesFlags::ScreenSpaceReflections) != MaterialFeaturesFlags::None)
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SDFReflectionsFeature::Bind(params, cb, srv);
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@@ -181,7 +182,6 @@ bool ForwardMaterialShader::Load()
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psDesc.VS = _shader->GetVS("VS");
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if (psDesc.VS == nullptr)
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return true;
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psDesc.PS = _shader->GetPS("PS_Forward");
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psDesc.DepthWriteEnable = false;
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psDesc.BlendMode = BlendingMode::AlphaBlend;
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@@ -10,7 +10,7 @@
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/// <summary>
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/// Current materials shader version.
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/// </summary>
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#define MATERIAL_GRAPH_VERSION 162
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#define MATERIAL_GRAPH_VERSION 163
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class Material;
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class GPUShader;
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@@ -132,13 +132,13 @@ bool LightmapFeature::Bind(MaterialShader::BindParameters& params, Span<byte>& c
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const bool useLightmap = EnumHasAnyFlags(params.RenderContext.View.Flags, ViewFlags::GI)
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#if USE_EDITOR
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&& EnableLightmapsUsage
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&& EnableLightmapsUsage
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#endif
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&& drawCall.Surface.Lightmap != nullptr;
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&& drawCall.Surface.Lightmap != nullptr;
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if (useLightmap)
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{
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// Bind lightmap textures
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GPUTexture* lightmap0, * lightmap1, * lightmap2;
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GPUTexture *lightmap0, *lightmap1, *lightmap2;
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drawCall.Features.Lightmap->GetTextures(&lightmap0, &lightmap1, &lightmap2);
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params.GPUContext->BindSR(srv + 0, lightmap0);
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params.GPUContext->BindSR(srv + 1, lightmap1);
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@@ -210,16 +210,14 @@ bool SDFReflectionsFeature::Bind(MaterialShader::BindParameters& params, Span<by
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{
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GlobalSignDistanceFieldPass::BindingData bindingDataSDF;
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GlobalSurfaceAtlasPass::BindingData bindingDataSurfaceAtlas;
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if (!GlobalSignDistanceFieldPass::Instance()->Get(params.RenderContext.Buffers, bindingDataSDF) &&
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!GlobalSurfaceAtlasPass::Instance()->Get(params.RenderContext.Buffers, bindingDataSurfaceAtlas))
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{
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useSDFReflections = true;
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// Bind DDGI data
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// Bind SDF and Surface Atlas data
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data.GlobalSDF = bindingDataSDF.Constants;
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data.GlobalSurfaceAtlas = bindingDataSurfaceAtlas.Constants;
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params.GPUContext->BindSR(srv + 0, bindingDataSDF.Texture ? bindingDataSDF.Texture->ViewVolume() : nullptr);
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params.GPUContext->BindSR(srv + 1, bindingDataSDF.TextureMip ? bindingDataSDF.TextureMip->ViewVolume() : nullptr);
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params.GPUContext->BindSR(srv + 2, bindingDataSurfaceAtlas.Chunks ? bindingDataSurfaceAtlas.Chunks->View() : nullptr);
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@@ -232,11 +230,10 @@ bool SDFReflectionsFeature::Bind(MaterialShader::BindParameters& params, Span<by
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||||
}
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||||
}
|
||||
}
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||||
|
||||
if (!useSDFReflections)
|
||||
{
|
||||
data.GlobalSDF.CascadesCount = 0;
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||||
// Unbind SRVs to prevent issues
|
||||
data.GlobalSDF.CascadesCount = 0;
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||||
params.GPUContext->UnBindSR(srv + 0);
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||||
params.GPUContext->UnBindSR(srv + 1);
|
||||
params.GPUContext->UnBindSR(srv + 2);
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||||
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||||
@@ -188,45 +188,46 @@ bool MaterialGenerator::Generate(WriteStream& source, MaterialInfo& materialInfo
|
||||
{
|
||||
case MaterialDomain::Surface:
|
||||
if (materialInfo.TessellationMode != TessellationMethod::None)
|
||||
ADD_FEATURE(TessellationFeature);
|
||||
ADD_FEATURE(TessellationFeature);
|
||||
if (materialInfo.BlendMode == MaterialBlendMode::Opaque)
|
||||
ADD_FEATURE(MotionVectorsFeature);
|
||||
ADD_FEATURE(MotionVectorsFeature);
|
||||
if (materialInfo.BlendMode == MaterialBlendMode::Opaque)
|
||||
ADD_FEATURE(LightmapFeature);
|
||||
ADD_FEATURE(LightmapFeature);
|
||||
if (materialInfo.BlendMode == MaterialBlendMode::Opaque)
|
||||
ADD_FEATURE(DeferredShadingFeature);
|
||||
ADD_FEATURE(DeferredShadingFeature);
|
||||
if (materialInfo.BlendMode != MaterialBlendMode::Opaque && (materialInfo.FeaturesFlags & MaterialFeaturesFlags::DisableDistortion) == MaterialFeaturesFlags::None)
|
||||
ADD_FEATURE(DistortionFeature);
|
||||
if (materialInfo.BlendMode != MaterialBlendMode::Opaque && EnumHasAnyFlags(materialInfo.FeaturesFlags, MaterialFeaturesFlags::GlobalIllumination)) {
|
||||
ADD_FEATURE(DistortionFeature);
|
||||
if (materialInfo.BlendMode != MaterialBlendMode::Opaque && EnumHasAnyFlags(materialInfo.FeaturesFlags, MaterialFeaturesFlags::GlobalIllumination))
|
||||
{
|
||||
ADD_FEATURE(GlobalIlluminationFeature);
|
||||
|
||||
// SDF Reflections is only valid when both GI and SSR is enabled
|
||||
if (materialInfo.BlendMode != MaterialBlendMode::Opaque && EnumHasAnyFlags(materialInfo.FeaturesFlags, MaterialFeaturesFlags::ScreenSpaceReflections))
|
||||
ADD_FEATURE(SDFReflectionsFeature);
|
||||
ADD_FEATURE(SDFReflectionsFeature);
|
||||
}
|
||||
if (materialInfo.BlendMode != MaterialBlendMode::Opaque)
|
||||
ADD_FEATURE(ForwardShadingFeature);
|
||||
ADD_FEATURE(ForwardShadingFeature);
|
||||
break;
|
||||
case MaterialDomain::Terrain:
|
||||
if (materialInfo.TessellationMode != TessellationMethod::None)
|
||||
ADD_FEATURE(TessellationFeature);
|
||||
ADD_FEATURE(TessellationFeature);
|
||||
ADD_FEATURE(LightmapFeature);
|
||||
ADD_FEATURE(DeferredShadingFeature);
|
||||
break;
|
||||
case MaterialDomain::Particle:
|
||||
if (materialInfo.BlendMode != MaterialBlendMode::Opaque && (materialInfo.FeaturesFlags & MaterialFeaturesFlags::DisableDistortion) == MaterialFeaturesFlags::None)
|
||||
ADD_FEATURE(DistortionFeature);
|
||||
ADD_FEATURE(DistortionFeature);
|
||||
if (materialInfo.BlendMode != MaterialBlendMode::Opaque && EnumHasAnyFlags(materialInfo.FeaturesFlags, MaterialFeaturesFlags::GlobalIllumination))
|
||||
ADD_FEATURE(GlobalIlluminationFeature);
|
||||
ADD_FEATURE(GlobalIlluminationFeature);
|
||||
ADD_FEATURE(ForwardShadingFeature);
|
||||
break;
|
||||
case MaterialDomain::Deformable:
|
||||
if (materialInfo.TessellationMode != TessellationMethod::None)
|
||||
ADD_FEATURE(TessellationFeature);
|
||||
ADD_FEATURE(TessellationFeature);
|
||||
if (materialInfo.BlendMode == MaterialBlendMode::Opaque)
|
||||
ADD_FEATURE(DeferredShadingFeature);
|
||||
ADD_FEATURE(DeferredShadingFeature);
|
||||
if (materialInfo.BlendMode != MaterialBlendMode::Opaque)
|
||||
ADD_FEATURE(ForwardShadingFeature);
|
||||
ADD_FEATURE(ForwardShadingFeature);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
@@ -713,7 +714,7 @@ void MaterialGenerator::ProcessGroupMath(Box* box, Node* node, Value& value)
|
||||
{
|
||||
switch (node->TypeID)
|
||||
{
|
||||
// Vector Transform
|
||||
// Vector Transform
|
||||
case 30:
|
||||
{
|
||||
// Get input vector
|
||||
|
||||
Reference in New Issue
Block a user