Refactor material shaders generator to use modular features as extensions
This commit is contained in:
44
Content/Editor/MaterialTemplates/Features/MotionVectors.hlsl
Normal file
44
Content/Editor/MaterialTemplates/Features/MotionVectors.hlsl
Normal file
@@ -0,0 +1,44 @@
|
||||
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||
|
||||
@0// Motion Vectors: Defines
|
||||
@1// Motion Vectors: Includes
|
||||
@2// Motion Vectors: Constants
|
||||
@3// Motion Vectors: Resources
|
||||
@4// Motion Vectors: Utilities
|
||||
@5// Motion Vectors: Shaders
|
||||
|
||||
// Pixel Shader function for Motion Vectors Pass
|
||||
META_PS(true, FEATURE_LEVEL_ES2)
|
||||
float4 PS_MotionVectors(PixelInput input) : SV_Target0
|
||||
{
|
||||
#if USE_DITHERED_LOD_TRANSITION
|
||||
// LOD masking
|
||||
ClipLODTransition(input);
|
||||
#endif
|
||||
|
||||
#if MATERIAL_MASKED
|
||||
// Perform per pixel clipping if material requries it
|
||||
MaterialInput materialInput = GetMaterialInput(input);
|
||||
Material material = GetMaterialPS(materialInput);
|
||||
clip(material.Mask - MATERIAL_MASK_THRESHOLD);
|
||||
#endif
|
||||
|
||||
// Calculate this and previosu frame pixel locations in clip space
|
||||
float4 prevClipPos = mul(float4(input.Geometry.PrevWorldPosition, 1), PrevViewProjectionMatrix);
|
||||
float4 curClipPos = mul(float4(input.Geometry.WorldPosition, 1), ViewProjectionMatrix);
|
||||
float2 prevHPos = prevClipPos.xy / prevClipPos.w;
|
||||
float2 curHPos = curClipPos.xy / curClipPos.w;
|
||||
|
||||
// Revert temporal jitter offset
|
||||
prevHPos -= TemporalAAJitter.zw;
|
||||
curHPos -= TemporalAAJitter.xy;
|
||||
|
||||
// Clip Space -> UV Space
|
||||
float2 vPosPrev = prevHPos.xy * 0.5f + 0.5f;
|
||||
float2 vPosCur = curHPos.xy * 0.5f + 0.5f;
|
||||
vPosPrev.y = 1.0 - vPosPrev.y;
|
||||
vPosCur.y = 1.0 - vPosCur.y;
|
||||
|
||||
// Calculate per-pixel motion vector
|
||||
return float4(vPosCur - vPosPrev, 0, 1);
|
||||
}
|
||||
@@ -32,14 +32,13 @@ struct TessalationDSToPS
|
||||
|
||||
MaterialInput GetMaterialInput(TessalationDSToPS input)
|
||||
{
|
||||
MaterialInput result = (MaterialInput)0;
|
||||
result.SvPosition = input.Position;
|
||||
GetGeometryMaterialInput(result, input.Geometry);
|
||||
result.TwoSidedSign = WorldDeterminantSign;
|
||||
MaterialInput output = GetGeometryMaterialInput(input.Geometry);
|
||||
output.SvPosition = input.Position;
|
||||
output.TwoSidedSign = WorldDeterminantSign;
|
||||
#if USE_CUSTOM_VERTEX_INTERPOLATORS
|
||||
result.CustomVSToPS = input.CustomVSToPS;
|
||||
output.CustomVSToPS = input.CustomVSToPS;
|
||||
#endif
|
||||
return result;
|
||||
return output;
|
||||
}
|
||||
|
||||
struct TessalationPatch
|
||||
|
||||
Reference in New Issue
Block a user