diff --git a/Hule/Intermediate/CachedAssetRegistry_0.bin b/Hule/Intermediate/CachedAssetRegistry_0.bin deleted file mode 100644 index 5cdc16e..0000000 Binary files a/Hule/Intermediate/CachedAssetRegistry_0.bin and /dev/null differ diff --git a/Hule/Intermediate/Config/CoalescedSourceConfigs/Crypto.ini b/Hule/Intermediate/Config/CoalescedSourceConfigs/Crypto.ini deleted file mode 100644 index a9722af..0000000 --- a/Hule/Intermediate/Config/CoalescedSourceConfigs/Crypto.ini +++ /dev/null @@ -1,4 +0,0 @@ -[SectionsToSave] -bCanSaveAllSections=false -Section=CurrentIniVersion - diff --git a/Hule/Intermediate/Config/CoalescedSourceConfigs/GameUserSettings.ini b/Hule/Intermediate/Config/CoalescedSourceConfigs/GameUserSettings.ini deleted file mode 100644 index 596cf1b..0000000 --- a/Hule/Intermediate/Config/CoalescedSourceConfigs/GameUserSettings.ini +++ /dev/null @@ -1,7 +0,0 @@ -[SectionsToSave] -bCanSaveAllSections=false -Section=CurrentIniVersion - -[Internationalization] -ShouldUseLocalizedNumericInput=True - diff --git a/Hule/Intermediate/Config/CoalescedSourceConfigs/InternationalizationExport.ini b/Hule/Intermediate/Config/CoalescedSourceConfigs/InternationalizationExport.ini deleted file mode 100644 index a9722af..0000000 --- a/Hule/Intermediate/Config/CoalescedSourceConfigs/InternationalizationExport.ini +++ /dev/null @@ -1,4 +0,0 @@ -[SectionsToSave] -bCanSaveAllSections=false -Section=CurrentIniVersion - diff --git a/Hule/Intermediate/Config/CoalescedSourceConfigs/Lightmass.ini b/Hule/Intermediate/Config/CoalescedSourceConfigs/Lightmass.ini deleted file mode 100644 index e431639..0000000 --- a/Hule/Intermediate/Config/CoalescedSourceConfigs/Lightmass.ini +++ /dev/null @@ -1,253 +0,0 @@ -[SectionsToSave] -bCanSaveAllSections=false -Section=CurrentIniVersion - -[DevOptions.StaticLighting] -bAllowMultiThreadedStaticLighting=True -ViewSingleBounceNumber=-1 -bUseBilinearFilterLightmaps=True -bCompressLightmaps=True -bUseConservativeTexelRasterization=True -bAccountForTexelSize=True -bUseMaxWeight=True -MaxTriangleLightingSamples=8 -MaxTriangleIrradiancePhotonCacheSamples=4 -bAllow64bitProcess=True -DefaultStaticMeshLightingRes=32 -bAllowCropping=False -bGarbageCollectAfterExport=True -bRebuildDirtyGeometryForLighting=True -bUseEmbree=true -bVerifyEmbree=false -bUseEmbreePacketTracing=false -bUseFastVoxelization=false -bUseEmbreeInstancing=false -bUseFilteredCubemapForSkylight=true -MappingSurfaceCacheDownsampleFactor=2 - -[DevOptions.StaticLightingSceneConstants] -StaticLightingLevelScale=1 -VisibilityRayOffsetDistance=.1 -VisibilityNormalOffsetDistance=3 -VisibilityNormalOffsetSampleRadiusScale=.5 -VisibilityTangentOffsetSampleRadiusScale=.8 -SmallestTexelRadius=.1 -LightGridSize=100 -AutomaticImportanceVolumeExpandBy=500 -MinimumImportanceVolumeExtentWithoutWarning=10000.0 - -[DevOptions.StaticLightingMaterial] -bUseDebugMaterial=False -ShowMaterialAttribute=None -EmissiveSampleSize=128 -DiffuseSampleSize=128 -SpecularSampleSize=128 -TransmissionSampleSize=256 -NormalSampleSize=256 -TerrainSampleScalar=4 -DebugDiffuse=(R=0.500000,G=0.500000,B=0.500000) -EnvironmentColor=(R=0.00000,G=0.00000,B=0.00000) - -[DevOptions.MeshAreaLights] -bVisualizeMeshAreaLightPrimitives=False -EmissiveIntensityThreshold=.01 -MeshAreaLightGridSize=100 -MeshAreaLightSimplifyNormalAngleThreshold=25 -MeshAreaLightSimplifyCornerDistanceThreshold=.5 -MeshAreaLightSimplifyMeshBoundingRadiusFractionThreshold=.1 -MeshAreaLightGeneratedDynamicLightSurfaceOffset=30 - -[DevOptions.PrecomputedDynamicObjectLighting] -bVisualizeVolumeLightSamples=False -bVisualizeVolumeLightInterpolation=False -NumHemisphereSamplesScale=2 -SurfaceLightSampleSpacing=300 -FirstSurfaceSampleLayerHeight=50 -SurfaceSampleLayerHeightSpacing=250 -NumSurfaceSampleLayers=2 -DetailVolumeSampleSpacing=300 -VolumeLightSampleSpacing=3000 -MaxVolumeSamples=250000 -bUseMaxSurfaceSampleNum=True -MaxSurfaceLightSamples=500000 - -[DevOptions.VolumetricLightmaps] -BrickSize=4 -MaxRefinementLevels=3 -VoxelizationCellExpansionForSurfaceGeometry=.1 -VoxelizationCellExpansionForVolumeGeometry=.25 -VoxelizationCellExpansionForLights=.1 -TargetNumVolumetricLightmapTasks=800 -MinBrickError=.01 -SurfaceLightmapMinTexelsPerVoxelAxis=1.0 -bCullBricksBelowLandscape=true -LightBrightnessSubdivideThreshold=.3 - -[DevOptions.PrecomputedVisibility] -bVisualizePrecomputedVisibility=False -bCompressVisibilityData=True -bPlaceCellsOnOpaqueOnly=True -NumCellDistributionBuckets=800 -CellRenderingBucketSize=5 -NumCellRenderingBuckets=5 -PlayAreaHeight=220 -MeshBoundsScale=1.2 -VisibilitySpreadingIterations=1 -MinMeshSamples=14 -MaxMeshSamples=40 -NumCellSamples=24 -NumImportanceSamples=40 - -[DevOptions.PrecomputedVisibilityModeratelyAggressive] -MeshBoundsScale=1 -VisibilitySpreadingIterations=1 - -[DevOptions.PrecomputedVisibilityMostAggressive] -MeshBoundsScale=1 -VisibilitySpreadingIterations=0 - -[DevOptions.VolumeDistanceField] -VoxelSize=75 -VolumeMaxDistance=900 -NumVoxelDistanceSamples=800 -MaxVoxels=3992160 - -[DevOptions.StaticShadows] -bUseZeroAreaLightmapSpaceFilteredLights=False -NumShadowRays=8 -NumPenumbraShadowRays=8 -NumBounceShadowRays=1 -bFilterShadowFactor=True -ShadowFactorGradientTolerance=0.5 -bAllowSignedDistanceFieldShadows=True -MaxTransitionDistanceWorldSpace=50 -ApproximateHighResTexelsPerMaxTransitionDistance=50 -MinDistanceFieldUpsampleFactor=3 -MinUnoccludedFraction=.0005 -StaticShadowDepthMapTransitionSampleDistanceX=100 -StaticShadowDepthMapTransitionSampleDistanceY=100 -StaticShadowDepthMapSuperSampleFactor=2 -StaticShadowDepthMapMaxSamples=4194304 - -[DevOptions.ImportanceTracing] -bUseStratifiedSampling=True -NumHemisphereSamples=16 -MaxHemisphereRayAngle=89 -NumAdaptiveRefinementLevels=2 -AdaptiveBrightnessThreshold=1 -AdaptiveFirstBouncePhotonConeAngle=4 -AdaptiveSkyVarianceThreshold=.5 -bUseRadiositySolverForSkylightMultibounce=True -bCacheFinalGatherHitPointsForRadiosity=False -bUseRadiositySolverForLightMultibounce=False - -[DevOptions.PhotonMapping] -bUsePhotonMapping=True -bUseFinalGathering=True -bUsePhotonDirectLightingInFinalGather=False -bVisualizeCachedApproximateDirectLighting=False -bUseIrradiancePhotons=True -bCacheIrradiancePhotonsOnSurfaces=True -bVisualizePhotonPaths=False -bVisualizePhotonGathers=True -bVisualizePhotonImportanceSamples=False -bVisualizeIrradiancePhotonCalculation=False -bEmitPhotonsOutsideImportanceVolume=False -ConeFilterConstant=1 -NumIrradianceCalculationPhotons=400 -FinalGatherImportanceSampleFraction=.6 -FinalGatherImportanceSampleConeAngle=10 -IndirectPhotonEmitDiskRadius=200 -IndirectPhotonEmitConeAngle=30 -MaxImportancePhotonSearchDistance=2000 -MinImportancePhotonSearchDistance=20 -NumImportanceSearchPhotons=10 -OutsideImportanceVolumeDensityScale=.0005 -DirectPhotonDensity=350 -DirectIrradiancePhotonDensity=350 -DirectPhotonSearchDistance=200 -IndirectPhotonPathDensity=5 -IndirectPhotonDensity=600 -IndirectIrradiancePhotonDensity=300 -IndirectPhotonSearchDistance=200 -PhotonSearchAngleThreshold=.5 -IrradiancePhotonSearchConeAngle=10 -bUsePhotonSegmentsForVolumeLighting=true -PhotonSegmentMaxLength=1000 -GeneratePhotonSegmentChance=.01 - -[DevOptions.IrradianceCache] -bAllowIrradianceCaching=True -bUseIrradianceGradients=False -bShowGradientsOnly=False -bVisualizeIrradianceSamples=True -RecordRadiusScale=.8 -InterpolationMaxAngle=20 -PointBehindRecordMaxAngle=10 -DistanceSmoothFactor=4 -AngleSmoothFactor=4 -SkyOcclusionSmoothnessReduction=.5 -MaxRecordRadius=1024 -CacheTaskSize=64 -InterpolateTaskSize=64 - -[DevOptions.StaticLightingMediumQuality] -NumShadowRaysScale=2 -NumPenumbraShadowRaysScale=4 -ApproximateHighResTexelsPerMaxTransitionDistanceScale=3 -MinDistanceFieldUpsampleFactor=3 -NumHemisphereSamplesScale=2 -NumImportanceSearchPhotonsScale=1 -NumDirectPhotonsScale=2 -DirectPhotonSearchDistanceScale=.5 -NumIndirectPhotonPathsScale=1 -NumIndirectPhotonsScale=2 -NumIndirectIrradiancePhotonsScale=2 -RecordRadiusScaleScale=.75 -InterpolationMaxAngleScale=1 -IrradianceCacheSmoothFactor=.75 -NumAdaptiveRefinementLevels=3 -AdaptiveBrightnessThresholdScale=.5 -AdaptiveFirstBouncePhotonConeAngleScale=1 -AdaptiveSkyVarianceThresholdScale=1 - -[DevOptions.StaticLightingHighQuality] -NumShadowRaysScale=4 -NumPenumbraShadowRaysScale=8 -ApproximateHighResTexelsPerMaxTransitionDistanceScale=6 -MinDistanceFieldUpsampleFactor=5 -NumHemisphereSamplesScale=4 -NumImportanceSearchPhotonsScale=2 -NumDirectPhotonsScale=2 -DirectPhotonSearchDistanceScale=.5 -NumIndirectPhotonPathsScale=2 -NumIndirectPhotonsScale=4 -NumIndirectIrradiancePhotonsScale=2 -RecordRadiusScaleScale=.75 -InterpolationMaxAngleScale=.75 -IrradianceCacheSmoothFactor=.75 -NumAdaptiveRefinementLevels=3 -AdaptiveBrightnessThresholdScale=.25 -AdaptiveFirstBouncePhotonConeAngleScale=2 -AdaptiveSkyVarianceThresholdScale=.5 - -[DevOptions.StaticLightingProductionQuality] -NumShadowRaysScale=8 -NumPenumbraShadowRaysScale=32 -ApproximateHighResTexelsPerMaxTransitionDistanceScale=6 -MinDistanceFieldUpsampleFactor=5 -NumHemisphereSamplesScale=8 -NumImportanceSearchPhotonsScale=3 -NumDirectPhotonsScale=4 -DirectPhotonSearchDistanceScale=.5 -NumIndirectPhotonPathsScale=2 -NumIndirectPhotonsScale=8 -NumIndirectIrradiancePhotonsScale=2 -RecordRadiusScaleScale=.5625 -InterpolationMaxAngleScale=.75 -IrradianceCacheSmoothFactor=.75 -NumAdaptiveRefinementLevels=3 -AdaptiveBrightnessThresholdScale=.25 -AdaptiveFirstBouncePhotonConeAngleScale=2.5 -AdaptiveSkyVarianceThresholdScale=.5 - diff --git a/Hule/Intermediate/Config/CoalescedSourceConfigs/LocalizationServiceSettings.ini b/Hule/Intermediate/Config/CoalescedSourceConfigs/LocalizationServiceSettings.ini deleted file mode 100644 index a9722af..0000000 --- a/Hule/Intermediate/Config/CoalescedSourceConfigs/LocalizationServiceSettings.ini +++ /dev/null @@ -1,4 +0,0 @@ -[SectionsToSave] -bCanSaveAllSections=false -Section=CurrentIniVersion - diff --git a/Hule/Intermediate/Config/CoalescedSourceConfigs/ObjectMixerSerializedData.ini b/Hule/Intermediate/Config/CoalescedSourceConfigs/ObjectMixerSerializedData.ini deleted file mode 100644 index a9722af..0000000 --- a/Hule/Intermediate/Config/CoalescedSourceConfigs/ObjectMixerSerializedData.ini +++ /dev/null @@ -1,4 +0,0 @@ -[SectionsToSave] -bCanSaveAllSections=false -Section=CurrentIniVersion - diff --git a/Hule/Intermediate/Config/CoalescedSourceConfigs/TranslationPickerSettings.ini b/Hule/Intermediate/Config/CoalescedSourceConfigs/TranslationPickerSettings.ini deleted file mode 100644 index a9722af..0000000 --- a/Hule/Intermediate/Config/CoalescedSourceConfigs/TranslationPickerSettings.ini +++ /dev/null @@ -1,4 +0,0 @@ -[SectionsToSave] -bCanSaveAllSections=false -Section=CurrentIniVersion - diff --git a/Hule/Intermediate/Config/CoalescedSourceConfigs/UnrealInsightsSessionBrowserSettings.ini b/Hule/Intermediate/Config/CoalescedSourceConfigs/UnrealInsightsSessionBrowserSettings.ini deleted file mode 100644 index a9722af..0000000 --- a/Hule/Intermediate/Config/CoalescedSourceConfigs/UnrealInsightsSessionBrowserSettings.ini +++ /dev/null @@ -1,4 +0,0 @@ -[SectionsToSave] -bCanSaveAllSections=false -Section=CurrentIniVersion - diff --git a/Hule/Intermediate/Config/CoalescedSourceConfigs/UnrealInsightsSettings.ini b/Hule/Intermediate/Config/CoalescedSourceConfigs/UnrealInsightsSettings.ini deleted file mode 100644 index a9722af..0000000 --- a/Hule/Intermediate/Config/CoalescedSourceConfigs/UnrealInsightsSettings.ini +++ /dev/null @@ -1,4 +0,0 @@ -[SectionsToSave] -bCanSaveAllSections=false -Section=CurrentIniVersion - diff --git a/Hule/Intermediate/PipInstall/Lib/site-packages/plugin_site_package.pth b/Hule/Intermediate/PipInstall/Lib/site-packages/plugin_site_package.pth deleted file mode 100644 index e69de29..0000000 diff --git a/Hule/Intermediate/PipInstall/extra_urls.txt b/Hule/Intermediate/PipInstall/extra_urls.txt deleted file mode 100644 index e69de29..0000000 diff --git a/Hule/Intermediate/PipInstall/merged_requirements.in b/Hule/Intermediate/PipInstall/merged_requirements.in deleted file mode 100644 index e69de29..0000000 diff --git a/Hule/Intermediate/PipInstall/pyreqs_plugins.list b/Hule/Intermediate/PipInstall/pyreqs_plugins.list deleted file mode 100644 index e69de29..0000000 diff --git a/Hule/Intermediate/ReimportCache/3688439234.bin b/Hule/Intermediate/ReimportCache/3688439234.bin deleted file mode 100644 index 80b64cb..0000000 Binary files a/Hule/Intermediate/ReimportCache/3688439234.bin and /dev/null differ diff --git a/Hule/Intermediate/ShaderAutogen/PCD3D_SM5/AutogenShaderHeaders.ush b/Hule/Intermediate/ShaderAutogen/PCD3D_SM5/AutogenShaderHeaders.ush deleted file mode 100644 index d85a113..0000000 --- a/Hule/Intermediate/ShaderAutogen/PCD3D_SM5/AutogenShaderHeaders.ush +++ /dev/null @@ -1,341 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - -#pragma once - -#if FEATURE_LEVEL >= FEATURE_LEVEL_SM5 -float SampleDeviceZFromSceneTexturesTempCopy(float2 UV) -{ - return SceneDepthTexture.SampleLevel(SceneDepthTextureSampler, UV, 0).r; -} -#endif - -#ifndef GBUFFER_LAYOUT -#define GBUFFER_LAYOUT 0 -#endif - -#if GBUFFER_LAYOUT == 0 - -void EncodeGBufferToMRT(inout FPixelShaderOut Out, FGBufferData GBuffer, float QuantizationBias) -{ - float4 MrtFloat1 = 0.0f; - - MrtFloat1.x = GBuffer.PrecomputedShadowFactors.x; - MrtFloat1.y = GBuffer.PrecomputedShadowFactors.y; - MrtFloat1.z = GBuffer.PrecomputedShadowFactors.z; - MrtFloat1.w = GBuffer.PrecomputedShadowFactors.w; - - Out.MRT[1] = MrtFloat1; - Out.MRT[2] = float4(0.0f, 0.0f, 0.0f, 0.0f); - Out.MRT[3] = float4(0.0f, 0.0f, 0.0f, 0.0f); - Out.MRT[4] = float4(0.0f, 0.0f, 0.0f, 0.0f); - Out.MRT[5] = float4(0.0f, 0.0f, 0.0f, 0.0f); - Out.MRT[6] = float4(0.0f, 0.0f, 0.0f, 0.0f); - Out.MRT[7] = float4(0.0f, 0.0f, 0.0f, 0.0f); -} - - -FGBufferData DecodeGBufferDataDirect(float4 InMRT1, - - float CustomNativeDepth, - float4 AnisotropicData, - uint CustomStencil, - float SceneDepth, - bool bGetNormalizedNormal, - bool bChecker) -{ - FGBufferData Ret = (FGBufferData)0; - Ret.WorldNormal = float3(0,0,1); - Ret.Depth = 0.f; - Ret.ShadingModelID = 1; - Ret.PrecomputedShadowFactors.x = InMRT1.x; - Ret.PrecomputedShadowFactors.y = InMRT1.y; - Ret.PrecomputedShadowFactors.z = InMRT1.z; - Ret.PrecomputedShadowFactors.w = InMRT1.w; - - Ret.WorldTangent = AnisotropicData.xyz; - Ret.Anisotropy = AnisotropicData.w; - - GBufferPostDecode(Ret,bChecker,bGetNormalizedNormal); - - Ret.CustomDepth = ConvertFromDeviceZ(CustomNativeDepth); - Ret.CustomStencil = CustomStencil; - Ret.Depth = SceneDepth; - - - return Ret; -} - - -#if FEATURE_LEVEL >= FEATURE_LEVEL_SM5 - -// @param PixelPos relative to left top of the rendertarget (not viewport) -FGBufferData DecodeGBufferDataUV(float2 UV, bool bGetNormalizedNormal = true) -{ - float CustomNativeDepth = Texture2DSampleLevel(SceneTexturesStruct.CustomDepthTexture, SceneTexturesStruct_CustomDepthTextureSampler, UV, 0).r; - int2 IntUV = (int2)trunc(UV * View.BufferSizeAndInvSize.xy * View.BufferToSceneTextureScale.xy); - uint CustomStencil = SceneTexturesStruct.CustomStencilTexture.Load(int3(IntUV, 0)) STENCIL_COMPONENT_SWIZZLE; - float SceneDepth = CalcSceneDepth(UV); - float4 AnisotropicData = Texture2DSampleLevel(SceneTexturesStruct.GBufferFTexture, SceneTexturesStruct_GBufferFTextureSampler, UV, 0).xyzw; - - float4 InMRT1 = Texture2DSampleLevel(SceneTexturesStruct.GBufferETexture, SceneTexturesStruct_GBufferETextureSampler, UV, 0).xyzw; - - FGBufferData Ret = DecodeGBufferDataDirect(InMRT1, - - CustomNativeDepth, - AnisotropicData, - CustomStencil, - SceneDepth, - bGetNormalizedNormal, - CheckerFromSceneColorUV(UV)); - - return Ret; -} - - -// @param PixelPos relative to left top of the rendertarget (not viewport) -FGBufferData DecodeGBufferDataUint(uint2 PixelPos, bool bGetNormalizedNormal = true) -{ - float CustomNativeDepth = SceneTexturesStruct.CustomDepthTexture.Load(int3(PixelPos, 0)).r; - uint CustomStencil = SceneTexturesStruct.CustomStencilTexture.Load(int3(PixelPos, 0)) STENCIL_COMPONENT_SWIZZLE; - float SceneDepth = CalcSceneDepth(PixelPos); - float4 AnisotropicData = SceneTexturesStruct.GBufferFTexture.Load(int3(PixelPos, 0)).xyzw; - - float4 InMRT1 = SceneTexturesStruct.GBufferETexture.Load(int3(PixelPos, 0)).xyzw; - - FGBufferData Ret = DecodeGBufferDataDirect(InMRT1, - - CustomNativeDepth, - AnisotropicData, - CustomStencil, - SceneDepth, - bGetNormalizedNormal, - CheckerFromPixelPos(PixelPos)); - - return Ret; -} - - -// @param PixelPos relative to left top of the rendertarget (not viewport) -FGBufferData DecodeGBufferDataSceneTextures(float2 UV, bool bGetNormalizedNormal = true) -{ - uint CustomStencil = 0; - float CustomNativeDepth = 0; - float DeviceZ = SampleDeviceZFromSceneTexturesTempCopy(UV); - float SceneDepth = ConvertFromDeviceZ(DeviceZ); - float4 AnisotropicData = GBufferFTexture.SampleLevel(GBufferFTextureSampler, UV, 0).xyzw; - - float4 InMRT1 = GBufferETexture.SampleLevel(GBufferETextureSampler, UV, 0).xyzw; - - FGBufferData Ret = DecodeGBufferDataDirect(InMRT1, - - CustomNativeDepth, - AnisotropicData, - CustomStencil, - SceneDepth, - bGetNormalizedNormal, - CheckerFromSceneColorUV(UV)); - - return Ret; -} - - -// @param PixelPos relative to left top of the rendertarget (not viewport) -FGBufferData DecodeGBufferDataSceneTexturesLoad(uint2 PixelCoord, bool bGetNormalizedNormal = true) -{ - uint CustomStencil = 0; - float CustomNativeDepth = 0; - float DeviceZ = SceneDepthTexture.Load(int3(PixelCoord, 0)).r; - float SceneDepth = ConvertFromDeviceZ(DeviceZ); - float4 AnisotropicData = GBufferFTexture.Load(int3(PixelCoord, 0)).xyzw; - - float4 InMRT1 = GBufferETexture.Load(int3(PixelCoord, 0)).xyzw; - - FGBufferData Ret = DecodeGBufferDataDirect(InMRT1, - - CustomNativeDepth, - AnisotropicData, - CustomStencil, - SceneDepth, - bGetNormalizedNormal, - CheckerFromPixelPos(PixelCoord)); - - return Ret; -} - - -#endif - -#endif - -#if GBUFFER_LAYOUT == 1 - -void EncodeGBufferToMRT(inout FPixelShaderOut Out, FGBufferData GBuffer, float QuantizationBias) -{ - float4 MrtFloat1 = 0.0f; - float4 MrtFloat2 = 0.0f; - - MrtFloat1.x = GBuffer.Velocity.x; - MrtFloat1.y = GBuffer.Velocity.y; - MrtFloat1.z = GBuffer.Velocity.z; - MrtFloat1.w = GBuffer.Velocity.w; - MrtFloat2.x = GBuffer.PrecomputedShadowFactors.x; - MrtFloat2.y = GBuffer.PrecomputedShadowFactors.y; - MrtFloat2.z = GBuffer.PrecomputedShadowFactors.z; - MrtFloat2.w = GBuffer.PrecomputedShadowFactors.w; - - Out.MRT[1] = MrtFloat1; - Out.MRT[2] = MrtFloat2; - Out.MRT[3] = float4(0.0f, 0.0f, 0.0f, 0.0f); - Out.MRT[4] = float4(0.0f, 0.0f, 0.0f, 0.0f); - Out.MRT[5] = float4(0.0f, 0.0f, 0.0f, 0.0f); - Out.MRT[6] = float4(0.0f, 0.0f, 0.0f, 0.0f); - Out.MRT[7] = float4(0.0f, 0.0f, 0.0f, 0.0f); -} - - -FGBufferData DecodeGBufferDataDirect(float4 InMRT1, - float4 InMRT2, - - float CustomNativeDepth, - float4 AnisotropicData, - uint CustomStencil, - float SceneDepth, - bool bGetNormalizedNormal, - bool bChecker) -{ - FGBufferData Ret = (FGBufferData)0; - Ret.WorldNormal = float3(0,0,1); - Ret.Depth = 0.f; - Ret.ShadingModelID = 1; - Ret.Velocity.x = InMRT1.x; - Ret.Velocity.y = InMRT1.y; - Ret.Velocity.z = InMRT1.z; - Ret.Velocity.w = InMRT1.w; - Ret.PrecomputedShadowFactors.x = InMRT2.x; - Ret.PrecomputedShadowFactors.y = InMRT2.y; - Ret.PrecomputedShadowFactors.z = InMRT2.z; - Ret.PrecomputedShadowFactors.w = InMRT2.w; - - Ret.WorldTangent = AnisotropicData.xyz; - Ret.Anisotropy = AnisotropicData.w; - - GBufferPostDecode(Ret,bChecker,bGetNormalizedNormal); - - Ret.CustomDepth = ConvertFromDeviceZ(CustomNativeDepth); - Ret.CustomStencil = CustomStencil; - Ret.Depth = SceneDepth; - - - return Ret; -} - - -#if FEATURE_LEVEL >= FEATURE_LEVEL_SM5 - -// @param PixelPos relative to left top of the rendertarget (not viewport) -FGBufferData DecodeGBufferDataUV(float2 UV, bool bGetNormalizedNormal = true) -{ - float CustomNativeDepth = Texture2DSampleLevel(SceneTexturesStruct.CustomDepthTexture, SceneTexturesStruct_CustomDepthTextureSampler, UV, 0).r; - int2 IntUV = (int2)trunc(UV * View.BufferSizeAndInvSize.xy * View.BufferToSceneTextureScale.xy); - uint CustomStencil = SceneTexturesStruct.CustomStencilTexture.Load(int3(IntUV, 0)) STENCIL_COMPONENT_SWIZZLE; - float SceneDepth = CalcSceneDepth(UV); - float4 AnisotropicData = Texture2DSampleLevel(SceneTexturesStruct.GBufferFTexture, SceneTexturesStruct_GBufferFTextureSampler, UV, 0).xyzw; - - float4 InMRT1 = Texture2DSampleLevel(SceneTexturesStruct.GBufferVelocityTexture, SceneTexturesStruct_GBufferVelocityTextureSampler, UV, 0).xyzw; - float4 InMRT2 = Texture2DSampleLevel(SceneTexturesStruct.GBufferETexture, SceneTexturesStruct_GBufferETextureSampler, UV, 0).xyzw; - - FGBufferData Ret = DecodeGBufferDataDirect(InMRT1, - InMRT2, - - CustomNativeDepth, - AnisotropicData, - CustomStencil, - SceneDepth, - bGetNormalizedNormal, - CheckerFromSceneColorUV(UV)); - - return Ret; -} - - -// @param PixelPos relative to left top of the rendertarget (not viewport) -FGBufferData DecodeGBufferDataUint(uint2 PixelPos, bool bGetNormalizedNormal = true) -{ - float CustomNativeDepth = SceneTexturesStruct.CustomDepthTexture.Load(int3(PixelPos, 0)).r; - uint CustomStencil = SceneTexturesStruct.CustomStencilTexture.Load(int3(PixelPos, 0)) STENCIL_COMPONENT_SWIZZLE; - float SceneDepth = CalcSceneDepth(PixelPos); - float4 AnisotropicData = SceneTexturesStruct.GBufferFTexture.Load(int3(PixelPos, 0)).xyzw; - - float4 InMRT1 = SceneTexturesStruct.GBufferVelocityTexture.Load(int3(PixelPos, 0)).xyzw; - float4 InMRT2 = SceneTexturesStruct.GBufferETexture.Load(int3(PixelPos, 0)).xyzw; - - FGBufferData Ret = DecodeGBufferDataDirect(InMRT1, - InMRT2, - - CustomNativeDepth, - AnisotropicData, - CustomStencil, - SceneDepth, - bGetNormalizedNormal, - CheckerFromPixelPos(PixelPos)); - - return Ret; -} - - -// @param PixelPos relative to left top of the rendertarget (not viewport) -FGBufferData DecodeGBufferDataSceneTextures(float2 UV, bool bGetNormalizedNormal = true) -{ - uint CustomStencil = 0; - float CustomNativeDepth = 0; - float DeviceZ = SampleDeviceZFromSceneTexturesTempCopy(UV); - float SceneDepth = ConvertFromDeviceZ(DeviceZ); - float4 AnisotropicData = GBufferFTexture.SampleLevel(GBufferFTextureSampler, UV, 0).xyzw; - - float4 InMRT1 = GBufferVelocityTexture.SampleLevel(GBufferVelocityTextureSampler, UV, 0).xyzw; - float4 InMRT2 = GBufferETexture.SampleLevel(GBufferETextureSampler, UV, 0).xyzw; - - FGBufferData Ret = DecodeGBufferDataDirect(InMRT1, - InMRT2, - - CustomNativeDepth, - AnisotropicData, - CustomStencil, - SceneDepth, - bGetNormalizedNormal, - CheckerFromSceneColorUV(UV)); - - return Ret; -} - - -// @param PixelPos relative to left top of the rendertarget (not viewport) -FGBufferData DecodeGBufferDataSceneTexturesLoad(uint2 PixelCoord, bool bGetNormalizedNormal = true) -{ - uint CustomStencil = 0; - float CustomNativeDepth = 0; - float DeviceZ = SceneDepthTexture.Load(int3(PixelCoord, 0)).r; - float SceneDepth = ConvertFromDeviceZ(DeviceZ); - float4 AnisotropicData = GBufferFTexture.Load(int3(PixelCoord, 0)).xyzw; - - float4 InMRT1 = GBufferVelocityTexture.Load(int3(PixelCoord, 0)).xyzw; - float4 InMRT2 = GBufferETexture.Load(int3(PixelCoord, 0)).xyzw; - - FGBufferData Ret = DecodeGBufferDataDirect(InMRT1, - InMRT2, - - CustomNativeDepth, - AnisotropicData, - CustomStencil, - SceneDepth, - bGetNormalizedNormal, - CheckerFromPixelPos(PixelCoord)); - - return Ret; -} - - -#endif - -#endif - diff --git a/Hule/Intermediate/ShaderAutogen/PCD3D_SM6/AutogenShaderHeaders.ush b/Hule/Intermediate/ShaderAutogen/PCD3D_SM6/AutogenShaderHeaders.ush deleted file mode 100644 index d85a113..0000000 --- a/Hule/Intermediate/ShaderAutogen/PCD3D_SM6/AutogenShaderHeaders.ush +++ /dev/null @@ -1,341 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - -#pragma once - -#if FEATURE_LEVEL >= FEATURE_LEVEL_SM5 -float SampleDeviceZFromSceneTexturesTempCopy(float2 UV) -{ - return SceneDepthTexture.SampleLevel(SceneDepthTextureSampler, UV, 0).r; -} -#endif - -#ifndef GBUFFER_LAYOUT -#define GBUFFER_LAYOUT 0 -#endif - -#if GBUFFER_LAYOUT == 0 - -void EncodeGBufferToMRT(inout FPixelShaderOut Out, FGBufferData GBuffer, float QuantizationBias) -{ - float4 MrtFloat1 = 0.0f; - - MrtFloat1.x = GBuffer.PrecomputedShadowFactors.x; - MrtFloat1.y = GBuffer.PrecomputedShadowFactors.y; - MrtFloat1.z = GBuffer.PrecomputedShadowFactors.z; - MrtFloat1.w = GBuffer.PrecomputedShadowFactors.w; - - Out.MRT[1] = MrtFloat1; - Out.MRT[2] = float4(0.0f, 0.0f, 0.0f, 0.0f); - Out.MRT[3] = float4(0.0f, 0.0f, 0.0f, 0.0f); - Out.MRT[4] = float4(0.0f, 0.0f, 0.0f, 0.0f); - Out.MRT[5] = float4(0.0f, 0.0f, 0.0f, 0.0f); - Out.MRT[6] = float4(0.0f, 0.0f, 0.0f, 0.0f); - Out.MRT[7] = float4(0.0f, 0.0f, 0.0f, 0.0f); -} - - -FGBufferData DecodeGBufferDataDirect(float4 InMRT1, - - float CustomNativeDepth, - float4 AnisotropicData, - uint CustomStencil, - float SceneDepth, - bool bGetNormalizedNormal, - bool bChecker) -{ - FGBufferData Ret = (FGBufferData)0; - Ret.WorldNormal = float3(0,0,1); - Ret.Depth = 0.f; - Ret.ShadingModelID = 1; - Ret.PrecomputedShadowFactors.x = InMRT1.x; - Ret.PrecomputedShadowFactors.y = InMRT1.y; - Ret.PrecomputedShadowFactors.z = InMRT1.z; - Ret.PrecomputedShadowFactors.w = InMRT1.w; - - Ret.WorldTangent = AnisotropicData.xyz; - Ret.Anisotropy = AnisotropicData.w; - - GBufferPostDecode(Ret,bChecker,bGetNormalizedNormal); - - Ret.CustomDepth = ConvertFromDeviceZ(CustomNativeDepth); - Ret.CustomStencil = CustomStencil; - Ret.Depth = SceneDepth; - - - return Ret; -} - - -#if FEATURE_LEVEL >= FEATURE_LEVEL_SM5 - -// @param PixelPos relative to left top of the rendertarget (not viewport) -FGBufferData DecodeGBufferDataUV(float2 UV, bool bGetNormalizedNormal = true) -{ - float CustomNativeDepth = Texture2DSampleLevel(SceneTexturesStruct.CustomDepthTexture, SceneTexturesStruct_CustomDepthTextureSampler, UV, 0).r; - int2 IntUV = (int2)trunc(UV * View.BufferSizeAndInvSize.xy * View.BufferToSceneTextureScale.xy); - uint CustomStencil = SceneTexturesStruct.CustomStencilTexture.Load(int3(IntUV, 0)) STENCIL_COMPONENT_SWIZZLE; - float SceneDepth = CalcSceneDepth(UV); - float4 AnisotropicData = Texture2DSampleLevel(SceneTexturesStruct.GBufferFTexture, SceneTexturesStruct_GBufferFTextureSampler, UV, 0).xyzw; - - float4 InMRT1 = Texture2DSampleLevel(SceneTexturesStruct.GBufferETexture, SceneTexturesStruct_GBufferETextureSampler, UV, 0).xyzw; - - FGBufferData Ret = DecodeGBufferDataDirect(InMRT1, - - CustomNativeDepth, - AnisotropicData, - CustomStencil, - SceneDepth, - bGetNormalizedNormal, - CheckerFromSceneColorUV(UV)); - - return Ret; -} - - -// @param PixelPos relative to left top of the rendertarget (not viewport) -FGBufferData DecodeGBufferDataUint(uint2 PixelPos, bool bGetNormalizedNormal = true) -{ - float CustomNativeDepth = SceneTexturesStruct.CustomDepthTexture.Load(int3(PixelPos, 0)).r; - uint CustomStencil = SceneTexturesStruct.CustomStencilTexture.Load(int3(PixelPos, 0)) STENCIL_COMPONENT_SWIZZLE; - float SceneDepth = CalcSceneDepth(PixelPos); - float4 AnisotropicData = SceneTexturesStruct.GBufferFTexture.Load(int3(PixelPos, 0)).xyzw; - - float4 InMRT1 = SceneTexturesStruct.GBufferETexture.Load(int3(PixelPos, 0)).xyzw; - - FGBufferData Ret = DecodeGBufferDataDirect(InMRT1, - - CustomNativeDepth, - AnisotropicData, - CustomStencil, - SceneDepth, - bGetNormalizedNormal, - CheckerFromPixelPos(PixelPos)); - - return Ret; -} - - -// @param PixelPos relative to left top of the rendertarget (not viewport) -FGBufferData DecodeGBufferDataSceneTextures(float2 UV, bool bGetNormalizedNormal = true) -{ - uint CustomStencil = 0; - float CustomNativeDepth = 0; - float DeviceZ = SampleDeviceZFromSceneTexturesTempCopy(UV); - float SceneDepth = ConvertFromDeviceZ(DeviceZ); - float4 AnisotropicData = GBufferFTexture.SampleLevel(GBufferFTextureSampler, UV, 0).xyzw; - - float4 InMRT1 = GBufferETexture.SampleLevel(GBufferETextureSampler, UV, 0).xyzw; - - FGBufferData Ret = DecodeGBufferDataDirect(InMRT1, - - CustomNativeDepth, - AnisotropicData, - CustomStencil, - SceneDepth, - bGetNormalizedNormal, - CheckerFromSceneColorUV(UV)); - - return Ret; -} - - -// @param PixelPos relative to left top of the rendertarget (not viewport) -FGBufferData DecodeGBufferDataSceneTexturesLoad(uint2 PixelCoord, bool bGetNormalizedNormal = true) -{ - uint CustomStencil = 0; - float CustomNativeDepth = 0; - float DeviceZ = SceneDepthTexture.Load(int3(PixelCoord, 0)).r; - float SceneDepth = ConvertFromDeviceZ(DeviceZ); - float4 AnisotropicData = GBufferFTexture.Load(int3(PixelCoord, 0)).xyzw; - - float4 InMRT1 = GBufferETexture.Load(int3(PixelCoord, 0)).xyzw; - - FGBufferData Ret = DecodeGBufferDataDirect(InMRT1, - - CustomNativeDepth, - AnisotropicData, - CustomStencil, - SceneDepth, - bGetNormalizedNormal, - CheckerFromPixelPos(PixelCoord)); - - return Ret; -} - - -#endif - -#endif - -#if GBUFFER_LAYOUT == 1 - -void EncodeGBufferToMRT(inout FPixelShaderOut Out, FGBufferData GBuffer, float QuantizationBias) -{ - float4 MrtFloat1 = 0.0f; - float4 MrtFloat2 = 0.0f; - - MrtFloat1.x = GBuffer.Velocity.x; - MrtFloat1.y = GBuffer.Velocity.y; - MrtFloat1.z = GBuffer.Velocity.z; - MrtFloat1.w = GBuffer.Velocity.w; - MrtFloat2.x = GBuffer.PrecomputedShadowFactors.x; - MrtFloat2.y = GBuffer.PrecomputedShadowFactors.y; - MrtFloat2.z = GBuffer.PrecomputedShadowFactors.z; - MrtFloat2.w = GBuffer.PrecomputedShadowFactors.w; - - Out.MRT[1] = MrtFloat1; - Out.MRT[2] = MrtFloat2; - Out.MRT[3] = float4(0.0f, 0.0f, 0.0f, 0.0f); - Out.MRT[4] = float4(0.0f, 0.0f, 0.0f, 0.0f); - Out.MRT[5] = float4(0.0f, 0.0f, 0.0f, 0.0f); - Out.MRT[6] = float4(0.0f, 0.0f, 0.0f, 0.0f); - Out.MRT[7] = float4(0.0f, 0.0f, 0.0f, 0.0f); -} - - -FGBufferData DecodeGBufferDataDirect(float4 InMRT1, - float4 InMRT2, - - float CustomNativeDepth, - float4 AnisotropicData, - uint CustomStencil, - float SceneDepth, - bool bGetNormalizedNormal, - bool bChecker) -{ - FGBufferData Ret = (FGBufferData)0; - Ret.WorldNormal = float3(0,0,1); - Ret.Depth = 0.f; - Ret.ShadingModelID = 1; - Ret.Velocity.x = InMRT1.x; - Ret.Velocity.y = InMRT1.y; - Ret.Velocity.z = InMRT1.z; - Ret.Velocity.w = InMRT1.w; - Ret.PrecomputedShadowFactors.x = InMRT2.x; - Ret.PrecomputedShadowFactors.y = InMRT2.y; - Ret.PrecomputedShadowFactors.z = InMRT2.z; - Ret.PrecomputedShadowFactors.w = InMRT2.w; - - Ret.WorldTangent = AnisotropicData.xyz; - Ret.Anisotropy = AnisotropicData.w; - - GBufferPostDecode(Ret,bChecker,bGetNormalizedNormal); - - Ret.CustomDepth = ConvertFromDeviceZ(CustomNativeDepth); - Ret.CustomStencil = CustomStencil; - Ret.Depth = SceneDepth; - - - return Ret; -} - - -#if FEATURE_LEVEL >= FEATURE_LEVEL_SM5 - -// @param PixelPos relative to left top of the rendertarget (not viewport) -FGBufferData DecodeGBufferDataUV(float2 UV, bool bGetNormalizedNormal = true) -{ - float CustomNativeDepth = Texture2DSampleLevel(SceneTexturesStruct.CustomDepthTexture, SceneTexturesStruct_CustomDepthTextureSampler, UV, 0).r; - int2 IntUV = (int2)trunc(UV * View.BufferSizeAndInvSize.xy * View.BufferToSceneTextureScale.xy); - uint CustomStencil = SceneTexturesStruct.CustomStencilTexture.Load(int3(IntUV, 0)) STENCIL_COMPONENT_SWIZZLE; - float SceneDepth = CalcSceneDepth(UV); - float4 AnisotropicData = Texture2DSampleLevel(SceneTexturesStruct.GBufferFTexture, SceneTexturesStruct_GBufferFTextureSampler, UV, 0).xyzw; - - float4 InMRT1 = Texture2DSampleLevel(SceneTexturesStruct.GBufferVelocityTexture, SceneTexturesStruct_GBufferVelocityTextureSampler, UV, 0).xyzw; - float4 InMRT2 = Texture2DSampleLevel(SceneTexturesStruct.GBufferETexture, SceneTexturesStruct_GBufferETextureSampler, UV, 0).xyzw; - - FGBufferData Ret = DecodeGBufferDataDirect(InMRT1, - InMRT2, - - CustomNativeDepth, - AnisotropicData, - CustomStencil, - SceneDepth, - bGetNormalizedNormal, - CheckerFromSceneColorUV(UV)); - - return Ret; -} - - -// @param PixelPos relative to left top of the rendertarget (not viewport) -FGBufferData DecodeGBufferDataUint(uint2 PixelPos, bool bGetNormalizedNormal = true) -{ - float CustomNativeDepth = SceneTexturesStruct.CustomDepthTexture.Load(int3(PixelPos, 0)).r; - uint CustomStencil = SceneTexturesStruct.CustomStencilTexture.Load(int3(PixelPos, 0)) STENCIL_COMPONENT_SWIZZLE; - float SceneDepth = CalcSceneDepth(PixelPos); - float4 AnisotropicData = SceneTexturesStruct.GBufferFTexture.Load(int3(PixelPos, 0)).xyzw; - - float4 InMRT1 = SceneTexturesStruct.GBufferVelocityTexture.Load(int3(PixelPos, 0)).xyzw; - float4 InMRT2 = SceneTexturesStruct.GBufferETexture.Load(int3(PixelPos, 0)).xyzw; - - FGBufferData Ret = DecodeGBufferDataDirect(InMRT1, - InMRT2, - - CustomNativeDepth, - AnisotropicData, - CustomStencil, - SceneDepth, - bGetNormalizedNormal, - CheckerFromPixelPos(PixelPos)); - - return Ret; -} - - -// @param PixelPos relative to left top of the rendertarget (not viewport) -FGBufferData DecodeGBufferDataSceneTextures(float2 UV, bool bGetNormalizedNormal = true) -{ - uint CustomStencil = 0; - float CustomNativeDepth = 0; - float DeviceZ = SampleDeviceZFromSceneTexturesTempCopy(UV); - float SceneDepth = ConvertFromDeviceZ(DeviceZ); - float4 AnisotropicData = GBufferFTexture.SampleLevel(GBufferFTextureSampler, UV, 0).xyzw; - - float4 InMRT1 = GBufferVelocityTexture.SampleLevel(GBufferVelocityTextureSampler, UV, 0).xyzw; - float4 InMRT2 = GBufferETexture.SampleLevel(GBufferETextureSampler, UV, 0).xyzw; - - FGBufferData Ret = DecodeGBufferDataDirect(InMRT1, - InMRT2, - - CustomNativeDepth, - AnisotropicData, - CustomStencil, - SceneDepth, - bGetNormalizedNormal, - CheckerFromSceneColorUV(UV)); - - return Ret; -} - - -// @param PixelPos relative to left top of the rendertarget (not viewport) -FGBufferData DecodeGBufferDataSceneTexturesLoad(uint2 PixelCoord, bool bGetNormalizedNormal = true) -{ - uint CustomStencil = 0; - float CustomNativeDepth = 0; - float DeviceZ = SceneDepthTexture.Load(int3(PixelCoord, 0)).r; - float SceneDepth = ConvertFromDeviceZ(DeviceZ); - float4 AnisotropicData = GBufferFTexture.Load(int3(PixelCoord, 0)).xyzw; - - float4 InMRT1 = GBufferVelocityTexture.Load(int3(PixelCoord, 0)).xyzw; - float4 InMRT2 = GBufferETexture.Load(int3(PixelCoord, 0)).xyzw; - - FGBufferData Ret = DecodeGBufferDataDirect(InMRT1, - InMRT2, - - CustomNativeDepth, - AnisotropicData, - CustomStencil, - SceneDepth, - bGetNormalizedNormal, - CheckerFromPixelPos(PixelCoord)); - - return Ret; -} - - -#endif - -#endif -