Add new scene textures SceneStencil and ObjectLayer to sample Stencil buffer

This commit is contained in:
Wojtek Figat
2025-10-07 18:10:14 +02:00
parent f8dbf363b6
commit 2f1f380062
5 changed files with 37 additions and 1 deletions

View File

@@ -444,6 +444,16 @@ API_ENUM() enum class MaterialSceneTextures
/// The scene world-space position (relative to the render view origin).
/// </summary>
WorldPosition = 11,
/// <summary>
/// The scene stencil.
/// </summary>
SceneStencil = 12,
/// <summary>
/// The object layer index.
/// </summary>
ObjectLayer = 13,
};
/// <summary>

View File

@@ -393,6 +393,10 @@ void MaterialParameter::Bind(BindMeta& meta) const
case MaterialSceneTextures::Specular:
view = meta.CanSampleGBuffer ? meta.Buffers->GBuffer2->View() : nullptr;
break;
case MaterialSceneTextures::SceneStencil:
case MaterialSceneTextures::ObjectLayer:
view = meta.CanSampleDepth ? meta.Buffers->DepthBuffer->ViewStencil() : nullptr;
break;
default: ;
}
}

View File

@@ -246,6 +246,8 @@ void ParticleEmitterGPUGenerator::ProcessGroupTextures(Box* box, Node* node, Val
break;
}
case MaterialSceneTextures::WorldPosition:
case MaterialSceneTextures::SceneStencil:
case MaterialSceneTextures::ObjectLayer:
value = Value::Zero; // Not implemented
break;
default:

View File

@@ -474,6 +474,23 @@ void MaterialGenerator::ProcessGroupTextures(Box* box, Node* node, Value& value)
value = writeLocal(VariantType::Float3, String::Format(TEXT("GetWorldPos({1}, {0}.rgb)"), depthSample->Value, uv), node);
break;
}
case MaterialSceneTextures::SceneStencil:
case MaterialSceneTextures::ObjectLayer:
{
auto stencilParam = findOrAddSceneTexture(MaterialSceneTextures::SceneStencil);
const auto parent = box->GetParent<ShaderGraphNode<>>();
MaterialGraphBox* uvBox = parent->GetBox(0);
bool useCustomUVs = uvBox->HasConnection();
String uv;
if (useCustomUVs)
uv = MaterialValue::Cast(tryGetValue(uvBox, getUVs), VariantType::Float2).Value;
else
uv = TEXT("input.TexCoord.xy");
const Char* func = type == MaterialSceneTextures::ObjectLayer ? TEXT("STENCIL_BUFFER_OBJECT_LAYER") : TEXT("");
value = writeLocal(VariantType::Int, String::Format(TEXT("{2}(STENCIL_BUFFER_LOAD({0}, {1} * ScreenSize.xy))"), stencilParam.ShaderName, uv, func), node);
_includes.Add(TEXT("./Flax/Stencil.hlsl"));
break;
}
default:
{
// Sample single texture

View File

@@ -157,7 +157,10 @@ const Char* ShaderGraphUtilities::GenerateShaderResources(TextWriterUnicode& wri
case MaterialParameterType::GPUTexture:
case MaterialParameterType::SceneTexture:
case MaterialParameterType::Texture:
format = TEXT("Texture2D {0} : register(t{1});");
if (param.AsInteger == (int32)MaterialSceneTextures::SceneStencil)
format = TEXT("Texture2D<uint2> {0} : register(t{1});");
else
format = TEXT("Texture2D {0} : register(t{1});");
break;
case MaterialParameterType::GPUTextureCube:
case MaterialParameterType::CubeTexture: