diff --git a/Hule/.gitattributes b/Hule/.gitattributes new file mode 100644 index 0000000..591acfa --- /dev/null +++ b/Hule/.gitattributes @@ -0,0 +1,42 @@ +# UE5 Content Assets +*.uasset filter=lfs diff=lfs merge=lfs -text lockable +*.umap filter=lfs diff=lfs merge=lfs -text lockable +*.umap_builddata filter=lfs diff=lfs merge=lfs -text +*.ubulk filter=lfs diff=lfs merge=lfs -text +*.ushaderbytecode filter=lfs diff=lfs merge=lfs -text +*.uptnl filter=lfs diff=lfs merge=lfs -text +*.bundle filter=lfs diff=lfs merge=lfs -text + +# Source Art & Large Media +Content/Movies/** filter=lfs diff=lfs merge=lfs -text +*.psd filter=lfs diff=lfs merge=lfs -text +*.sbsar filter=lfs diff=lfs merge=lfs -text +*.fbx filter=lfs diff=lfs merge=lfs -text +*.obj filter=lfs diff=lfs merge=lfs -text +*.png filter=lfs diff=lfs merge=lfs -text +*.jpg filter=lfs diff=lfs merge=lfs -text +*.tga filter=lfs diff=lfs merge=lfs -text +*.tiff filter=lfs diff=lfs merge=lfs -text +*.wav filter=lfs diff=lfs merge=lfs -text +*.mp3 filter=lfs diff=lfs merge=lfs -text +*.ogg filter=lfs diff=lfs merge=lfs -text +*.mp4 filter=lfs diff=lfs merge=lfs -text +*.avi filter=lfs diff=lfs merge=lfs -text +*.webm filter=lfs diff=lfs merge=lfs -text +*.mov filter=lfs diff=lfs merge=lfs -text + +# Binaries (if you plan to commit them - often ignored, but sometimes needed for plugins or specific builds) +# Be cautious about committing these, especially from Intermediate/Saved folders. +# Typically, you'd .gitignore Binaries, Intermediate, Saved, DerivedDataCache. +# But if you *must* track some binaries: +# Binaries/** filter=lfs diff=lfs merge=lfs -text +# *.dll filter=lfs diff=lfs merge=lfs -text +# *.exe filter=lfs diff=lfs merge=lfs -text +# *.lib filter=lfs diff=lfs merge=lfs -text +# *.pdb filter=lfs diff=lfs merge=lfs -text +# *.so filter=lfs diff=lfs merge=lfs -text +# *.dylib filter=lfs diff=lfs merge=lfs -text + +# Large plugin content +Plugins/**/Content/** filter=lfs diff=lfs merge=lfs -text +Plugins/**/Binaries/** filter=lfs diff=lfs merge=lfs -text \ No newline at end of file diff --git a/Hule/.gitignore b/Hule/.gitignore new file mode 100644 index 0000000..715b38f --- /dev/null +++ b/Hule/.gitignore @@ -0,0 +1,76 @@ +# ---> UnrealEngine +# Visual Studio 2015 user specific files +.vs/ + +# Compiled Object files +*.slo +*.lo +*.o +*.obj + +# Precompiled Headers +*.gch +*.pch + +# Compiled Dynamic libraries +*.so +*.dylib +*.dll + +# Fortran module files +*.mod + +# Compiled Static libraries +*.lai +*.la +*.a +*.lib + +# Executables +*.exe +*.out +*.app +*.ipa + +# These project files can be generated by the engine +*.xcodeproj +*.xcworkspace +*.sln +*.suo +*.opensdf +*.sdf +*.VC.db +*.VC.opendb + +# Precompiled Assets +SourceArt/**/*.png +SourceArt/**/*.tga + +# Binary Files +Binaries/* +Plugins/**/Binaries/* + +# Builds +Build/* + +# Whitelist PakBlacklist-.txt files +!Build/*/ +Build/*/** +!Build/*/PakBlacklist*.txt + +# Don't ignore icon files in Build +!Build/**/*.ico + +# Built data for maps +*_BuiltData.uasset + +# Configuration files generated by the Editor +Saved/* + +# Compiled source files for the engine to use +Intermediate/* +Plugins/**/Intermediate/* + +# Cache files for the editor to use +DerivedDataCache/* + diff --git a/Hule/Config/DefaultEditor.ini b/Hule/Config/DefaultEditor.ini new file mode 100644 index 0000000..42106a6 --- /dev/null +++ b/Hule/Config/DefaultEditor.ini @@ -0,0 +1,11 @@ +[UnrealEd.SimpleMap] +SimpleMapName=/Game/TP_ThirdPerson/Maps/ThirdPersonExampleMap + +[EditoronlyBP] +bAllowClassAndBlueprintPinMatching=true +bReplaceBlueprintWithClass= true +bDontLoadBlueprintOutsideEditor= true +bBlueprintIsNotBlueprintType= true + +[/Script/AdvancedPreviewScene.SharedProfiles] + diff --git a/Hule/Config/DefaultEditorPerProjectUserSettings.ini b/Hule/Config/DefaultEditorPerProjectUserSettings.ini new file mode 100644 index 0000000..d3d6cc0 --- /dev/null +++ b/Hule/Config/DefaultEditorPerProjectUserSettings.ini @@ -0,0 +1,2 @@ +[ContentBrowser] +ContentBrowserTab1.SelectedPaths=/Game/ThirdPersonBP \ No newline at end of file diff --git a/Hule/Config/DefaultEngine.ini b/Hule/Config/DefaultEngine.ini new file mode 100644 index 0000000..0c66fb7 --- /dev/null +++ b/Hule/Config/DefaultEngine.ini @@ -0,0 +1,143 @@ +[URL] +GameName=Hule_1 + +[/Script/EngineSettings.GameMapsSettings] +EditorStartupMap=/Game/Maps/HVIT_HULE4_sequencer_over_vann.HVIT_HULE4_sequencer_over_vann +GameDefaultMap=/Game/ThirdPerson/Maps/ThirdPersonMap.ThirdPersonMap +TransitionMap= +bUseSplitscreen=True +TwoPlayerSplitscreenLayout=Horizontal +ThreePlayerSplitscreenLayout=FavorTop +GlobalDefaultGameMode=/Game/ThirdPerson/Blueprints/BP_ThirdPersonGameMode.BP_ThirdPersonGameMode_C +GlobalDefaultServerGameMode=None + +[/Script/Engine.RendererSettings] +r.ReflectionMethod=1 +r.GenerateMeshDistanceFields=True +r.DynamicGlobalIlluminationMethod=1 +r.Lumen.TraceMeshSDFs=0 +r.Shadow.Virtual.Enable=1 +r.Mobile.EnableNoPrecomputedLightingCSMShader=1 +r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True +r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=true + +r.DefaultFeature.LocalExposure.HighlightContrastScale=0.8 + +r.DefaultFeature.LocalExposure.ShadowContrastScale=0.8 +r.Substrate=True +r.Substrate.OpaqueMaterialRoughRefraction=True +r.Substrate.Debug.AdvancedVisualizationShaders=False +r.SkinCache.CompileShaders=True +r.RayTracing=True +r.RayTracing.Shadows=False + +[/Script/WindowsTargetPlatform.WindowsTargetSettings] +DefaultGraphicsRHI=DefaultGraphicsRHI_DX12 +-D3D12TargetedShaderFormats=PCD3D_SM5 ++D3D12TargetedShaderFormats=PCD3D_SM6 +-D3D11TargetedShaderFormats=PCD3D_SM5 ++D3D11TargetedShaderFormats=PCD3D_SM5 +Compiler=Default +AudioSampleRate=48000 +AudioCallbackBufferFrameSize=1024 +AudioNumBuffersToEnqueue=1 +AudioMaxChannels=0 +AudioNumSourceWorkers=4 +SpatializationPlugin= +SourceDataOverridePlugin= +ReverbPlugin= +OcclusionPlugin= +CompressionOverrides=(bOverrideCompressionTimes=False,DurationThreshold=5.000000,MaxNumRandomBranches=0,SoundCueQualityIndex=0) +CacheSizeKB=65536 +MaxChunkSizeOverrideKB=0 +bResampleForDevice=False +MaxSampleRate=48000.000000 +HighSampleRate=32000.000000 +MedSampleRate=24000.000000 +LowSampleRate=12000.000000 +MinSampleRate=8000.000000 +CompressionQualityModifier=1.000000 +AutoStreamingThreshold=0.000000 +SoundCueCookQualityIndex=-1 + +[/Script/HardwareTargeting.HardwareTargetingSettings] +TargetedHardwareClass=Desktop +AppliedTargetedHardwareClass=Desktop +DefaultGraphicsPerformance=Maximum +AppliedDefaultGraphicsPerformance=Maximum + +[/Script/Engine.Engine] ++ActiveGameNameRedirects=(OldGameName="TP_ThirdPersonBP",NewGameName="/Script/Hule_1") ++ActiveGameNameRedirects=(OldGameName="/Script/TP_ThirdPersonBP",NewGameName="/Script/Hule_1") + +[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings] +bEnablePlugin=True +bAllowNetworkConnection=True +SecurityToken=94A5882D49901E553DF1D999F39588F8 +bIncludeInShipping=False +bAllowExternalStartInShipping=False +bCompileAFSProject=False +bUseCompression=False +bLogFiles=False +bReportStats=False +ConnectionType=USBOnly +bUseManualIPAddress=False +ManualIPAddress= + +[/Script/Engine.CollisionProfile] +-Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision",bCanModify=False) +-Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False) +-Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False) +-Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False) +-Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False) +-Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ",bCanModify=False) +-Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ",bCanModify=False) +-Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic",Response=ECR_Block),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.",bCanModify=False) +-Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors",bCanModify=False) +-Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors",bCanModify=False) +-Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.",bCanModify=False) +-Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.",bCanModify=False) +-Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="UI",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Block),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False) ++Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision") ++Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ") ++Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ") ++Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ") ++Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ") ++Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.") ++Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ") ++Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ") ++Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic"),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.") ++Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.") ++Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors") ++Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors") ++Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.") ++Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.") ++Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.") ++Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.") ++Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.") ++Profiles=(Name="UI",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility"),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ") ++Profiles=(Name="WaterBodyCollision",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="",CustomResponses=((Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="Default Water Collision Profile (Created by Water Plugin)") +-ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall") +-ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn") +-ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic") +-ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor") +-ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic") ++ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall") ++ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn") ++ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic") ++ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor") ++ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic") +-CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic") +-CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic") +-CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle") +-CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn") ++CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic") ++CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic") ++CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle") ++CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn") + diff --git a/Hule/Config/DefaultGame.ini b/Hule/Config/DefaultGame.ini new file mode 100644 index 0000000..56b6afd --- /dev/null +++ b/Hule/Config/DefaultGame.ini @@ -0,0 +1,3 @@ +[/Script/EngineSettings.GeneralProjectSettings] +ProjectID=39103AAA45E19E817705C3A3A1968BF5 +ProjectName=Third Person BP Game Template diff --git a/Hule/Config/DefaultInput.ini b/Hule/Config/DefaultInput.ini new file mode 100644 index 0000000..9b1348f --- /dev/null +++ b/Hule/Config/DefaultInput.ini @@ -0,0 +1,88 @@ + + +[/Script/Engine.InputSettings] +-AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) +-AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) +-AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) ++AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MouseWheelAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_LeftTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_RightTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_Special_Left_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_Special_Left_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Touch",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +bAltEnterTogglesFullscreen=True +bF11TogglesFullscreen=True +bUseMouseForTouch=False +bEnableMouseSmoothing=True +bEnableFOVScaling=True +bCaptureMouseOnLaunch=True +bEnableLegacyInputScales=True +bEnableMotionControls=True +bFilterInputByPlatformUser=False +bShouldFlushPressedKeysOnViewportFocusLost=True +bAlwaysShowTouchInterface=False +bShowConsoleOnFourFingerTap=True +bEnableGestureRecognizer=False +bUseAutocorrect=False +DefaultViewportMouseCaptureMode=CapturePermanently_IncludingInitialMouseDown +DefaultViewportMouseLockMode=LockOnCapture +FOVScale=0.011110 +DoubleClickTime=0.200000 +DefaultPlayerInputClass=/Script/EnhancedInput.EnhancedPlayerInput +DefaultInputComponentClass=/Script/EnhancedInput.EnhancedInputComponent +DefaultTouchInterface=/Engine/MobileResources/HUD/DefaultVirtualJoysticks.DefaultVirtualJoysticks +-ConsoleKeys=Tilde ++ConsoleKeys=Tilde ++ConsoleKeys=Caret + diff --git a/Hule/Config/IOS/IOSInput.ini b/Hule/Config/IOS/IOSInput.ini new file mode 100644 index 0000000..4ef8970 --- /dev/null +++ b/Hule/Config/IOS/IOSInput.ini @@ -0,0 +1,7 @@ +[InputPlatformSettings_IOS InputPlatformSettings] +MaxTriggerFeedbackPosition=8 +MaxTriggerFeedbackStrength=8 +MaxTriggerVibrationTriggerPosition=9 +MaxTriggerVibrationFrequency=255 +MaxTriggerVibrationAmplitude=8 + diff --git a/Hule/Config/Linux/LinuxInput.ini b/Hule/Config/Linux/LinuxInput.ini new file mode 100644 index 0000000..21fdc5c --- /dev/null +++ b/Hule/Config/Linux/LinuxInput.ini @@ -0,0 +1,7 @@ +[InputPlatformSettings_Linux InputPlatformSettings] +MaxTriggerFeedbackPosition=8 +MaxTriggerFeedbackStrength=8 +MaxTriggerVibrationTriggerPosition=9 +MaxTriggerVibrationFrequency=255 +MaxTriggerVibrationAmplitude=8 + diff --git a/Hule/Config/LinuxArm64/LinuxArm64Input.ini b/Hule/Config/LinuxArm64/LinuxArm64Input.ini new file mode 100644 index 0000000..7453b39 --- /dev/null +++ b/Hule/Config/LinuxArm64/LinuxArm64Input.ini @@ -0,0 +1,7 @@ +[InputPlatformSettings_LinuxArm64 InputPlatformSettings] +MaxTriggerFeedbackPosition=8 +MaxTriggerFeedbackStrength=8 +MaxTriggerVibrationTriggerPosition=9 +MaxTriggerVibrationFrequency=255 +MaxTriggerVibrationAmplitude=8 + diff --git a/Hule/Config/Mac/MacInput.ini b/Hule/Config/Mac/MacInput.ini new file mode 100644 index 0000000..528a1ea --- /dev/null +++ b/Hule/Config/Mac/MacInput.ini @@ -0,0 +1,7 @@ +[InputPlatformSettings_Mac InputPlatformSettings] +MaxTriggerFeedbackPosition=8 +MaxTriggerFeedbackStrength=8 +MaxTriggerVibrationTriggerPosition=9 +MaxTriggerVibrationFrequency=255 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"SupportedTargetPlatforms": [ + "Win64" + ] + }, + { + "Name": "Buoyancy", + "Enabled": true + } + ] +} \ No newline at end of file diff --git a/Hule/Intermediate/CachedAssetRegistry_0.bin b/Hule/Intermediate/CachedAssetRegistry_0.bin new file mode 100644 index 0000000..dbb6727 Binary files /dev/null and b/Hule/Intermediate/CachedAssetRegistry_0.bin differ diff --git a/Hule/Intermediate/Config/CoalescedSourceConfigs/Crypto.ini b/Hule/Intermediate/Config/CoalescedSourceConfigs/Crypto.ini new file mode 100644 index 0000000..a9722af --- /dev/null +++ b/Hule/Intermediate/Config/CoalescedSourceConfigs/Crypto.ini @@ -0,0 +1,4 @@ +[SectionsToSave] +bCanSaveAllSections=false +Section=CurrentIniVersion + diff --git a/Hule/Intermediate/Config/CoalescedSourceConfigs/GameUserSettings.ini b/Hule/Intermediate/Config/CoalescedSourceConfigs/GameUserSettings.ini new file mode 100644 index 0000000..596cf1b --- /dev/null +++ b/Hule/Intermediate/Config/CoalescedSourceConfigs/GameUserSettings.ini @@ -0,0 +1,7 @@ +[SectionsToSave] +bCanSaveAllSections=false +Section=CurrentIniVersion + +[Internationalization] +ShouldUseLocalizedNumericInput=True + diff --git a/Hule/Intermediate/Config/CoalescedSourceConfigs/InternationalizationExport.ini b/Hule/Intermediate/Config/CoalescedSourceConfigs/InternationalizationExport.ini new file mode 100644 index 0000000..a9722af --- /dev/null +++ b/Hule/Intermediate/Config/CoalescedSourceConfigs/InternationalizationExport.ini @@ -0,0 +1,4 @@ +[SectionsToSave] +bCanSaveAllSections=false +Section=CurrentIniVersion + diff --git a/Hule/Intermediate/Config/CoalescedSourceConfigs/Lightmass.ini b/Hule/Intermediate/Config/CoalescedSourceConfigs/Lightmass.ini new file mode 100644 index 0000000..e431639 --- /dev/null +++ b/Hule/Intermediate/Config/CoalescedSourceConfigs/Lightmass.ini @@ -0,0 +1,253 @@ +[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 new file mode 100644 index 0000000..a9722af --- /dev/null +++ b/Hule/Intermediate/Config/CoalescedSourceConfigs/LocalizationServiceSettings.ini @@ -0,0 +1,4 @@ +[SectionsToSave] +bCanSaveAllSections=false +Section=CurrentIniVersion + diff --git a/Hule/Intermediate/Config/CoalescedSourceConfigs/ObjectMixerSerializedData.ini b/Hule/Intermediate/Config/CoalescedSourceConfigs/ObjectMixerSerializedData.ini new file mode 100644 index 0000000..a9722af --- /dev/null +++ b/Hule/Intermediate/Config/CoalescedSourceConfigs/ObjectMixerSerializedData.ini @@ -0,0 +1,4 @@ +[SectionsToSave] +bCanSaveAllSections=false +Section=CurrentIniVersion + diff --git a/Hule/Intermediate/Config/CoalescedSourceConfigs/TranslationPickerSettings.ini b/Hule/Intermediate/Config/CoalescedSourceConfigs/TranslationPickerSettings.ini new file mode 100644 index 0000000..a9722af --- /dev/null +++ b/Hule/Intermediate/Config/CoalescedSourceConfigs/TranslationPickerSettings.ini @@ -0,0 +1,4 @@ +[SectionsToSave] +bCanSaveAllSections=false +Section=CurrentIniVersion + diff --git a/Hule/Intermediate/Config/CoalescedSourceConfigs/UnrealInsightsSessionBrowserSettings.ini b/Hule/Intermediate/Config/CoalescedSourceConfigs/UnrealInsightsSessionBrowserSettings.ini new file mode 100644 index 0000000..a9722af --- /dev/null +++ b/Hule/Intermediate/Config/CoalescedSourceConfigs/UnrealInsightsSessionBrowserSettings.ini @@ -0,0 +1,4 @@ +[SectionsToSave] +bCanSaveAllSections=false +Section=CurrentIniVersion + diff --git a/Hule/Intermediate/Config/CoalescedSourceConfigs/UnrealInsightsSettings.ini b/Hule/Intermediate/Config/CoalescedSourceConfigs/UnrealInsightsSettings.ini new file mode 100644 index 0000000..a9722af --- /dev/null +++ b/Hule/Intermediate/Config/CoalescedSourceConfigs/UnrealInsightsSettings.ini @@ -0,0 +1,4 @@ +[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 new file mode 100644 index 0000000..e69de29 diff --git a/Hule/Intermediate/PipInstall/extra_urls.txt b/Hule/Intermediate/PipInstall/extra_urls.txt new file mode 100644 index 0000000..e69de29 diff --git a/Hule/Intermediate/PipInstall/merged_requirements.in b/Hule/Intermediate/PipInstall/merged_requirements.in new file mode 100644 index 0000000..e69de29 diff --git a/Hule/Intermediate/PipInstall/pyreqs_plugins.list b/Hule/Intermediate/PipInstall/pyreqs_plugins.list new file mode 100644 index 0000000..e69de29 diff --git a/Hule/Intermediate/ReimportCache/3688439234.bin b/Hule/Intermediate/ReimportCache/3688439234.bin new file mode 100644 index 0000000..80b64cb Binary files /dev/null and b/Hule/Intermediate/ReimportCache/3688439234.bin differ diff --git a/Hule/Intermediate/ShaderAutogen/PCD3D_SM5/AutogenShaderHeaders.ush b/Hule/Intermediate/ShaderAutogen/PCD3D_SM5/AutogenShaderHeaders.ush new file mode 100644 index 0000000..d85a113 --- /dev/null +++ b/Hule/Intermediate/ShaderAutogen/PCD3D_SM5/AutogenShaderHeaders.ush @@ -0,0 +1,341 @@ +// 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 new file mode 100644 index 0000000..d85a113 --- /dev/null +++ b/Hule/Intermediate/ShaderAutogen/PCD3D_SM6/AutogenShaderHeaders.ush @@ -0,0 +1,341 @@ +// 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/SciFi_PropsPack_v2.png b/Hule/SciFi_PropsPack_v2.png new file mode 100644 index 0000000..c80ca2f --- /dev/null +++ b/Hule/SciFi_PropsPack_v2.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:b63723d934cf4a3d82b8bce59d8bad3fe9dc7b9ffbfc3af3e7bd0f6c7429fb80 +size 91854