/** Initialization constructor. */ FPostProcessLensFlaresPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FGlobalShader(Initializer) { PostprocessParameter.Bind(Initializer.ParameterMap); FlareColor.Bind(Initializer.ParameterMap, TEXT("FlareColor")); TexScale.Bind(Initializer.ParameterMap, TEXT("TexScale")); }
FMaterialShader::FMaterialShader(const FMaterialShaderType::CompiledShaderInitializerType& Initializer) : FShader(Initializer) , DebugUniformExpressionSet(Initializer.UniformExpressionSet) , DebugDescription(Initializer.DebugDescription) { check(!DebugDescription.IsEmpty()); // Bind the material uniform buffer parameter. MaterialUniformBuffer.Bind(Initializer.ParameterMap,TEXT("Material")); for (int32 CollectionIndex = 0; CollectionIndex < Initializer.UniformExpressionSet.ParameterCollections.Num(); CollectionIndex++) { FShaderUniformBufferParameter CollectionParameter; CollectionParameter.Bind(Initializer.ParameterMap,*FString::Printf(TEXT("MaterialCollection%u"), CollectionIndex)); ParameterCollectionUniformBuffers.Add(CollectionParameter); } for (int32 Index = 0; Index < Initializer.UniformExpressionSet.PerFrameUniformScalarExpressions.Num(); Index++) { FShaderParameter Parameter; Parameter.Bind(Initializer.ParameterMap, *FString::Printf(TEXT("UE_Material_PerFrameScalarExpression%u"), Index)); PerFrameScalarExpressions.Add(Parameter); } for (int32 Index = 0; Index < Initializer.UniformExpressionSet.PerFrameUniformVectorExpressions.Num(); Index++) { FShaderParameter Parameter; Parameter.Bind(Initializer.ParameterMap, *FString::Printf(TEXT("UE_Material_PerFrameVectorExpression%u"), Index)); PerFrameVectorExpressions.Add(Parameter); } for (int32 Index = 0; Index < Initializer.UniformExpressionSet.PerFramePrevUniformScalarExpressions.Num(); Index++) { FShaderParameter Parameter; Parameter.Bind(Initializer.ParameterMap, *FString::Printf(TEXT("UE_Material_PerFramePrevScalarExpression%u"), Index)); PerFramePrevScalarExpressions.Add(Parameter); } for (int32 Index = 0; Index < Initializer.UniformExpressionSet.PerFramePrevUniformVectorExpressions.Num(); Index++) { FShaderParameter Parameter; Parameter.Bind(Initializer.ParameterMap, *FString::Printf(TEXT("UE_Material_PerFramePrevVectorExpression%u"), Index)); PerFramePrevVectorExpressions.Add(Parameter); } DeferredParameters.Bind(Initializer.ParameterMap); LightAttenuation.Bind(Initializer.ParameterMap, TEXT("LightAttenuationTexture")); LightAttenuationSampler.Bind(Initializer.ParameterMap, TEXT("LightAttenuationTextureSampler")); AtmosphericFogTextureParameters.Bind(Initializer.ParameterMap); EyeAdaptation.Bind(Initializer.ParameterMap, TEXT("EyeAdaptation")); // only used it Material has expression that requires PerlinNoiseGradientTexture PerlinNoiseGradientTexture.Bind(Initializer.ParameterMap,TEXT("PerlinNoiseGradientTexture")); PerlinNoiseGradientTextureSampler.Bind(Initializer.ParameterMap,TEXT("PerlinNoiseGradientTextureSampler")); // only used it Material has expression that requires PerlinNoise3DTexture PerlinNoise3DTexture.Bind(Initializer.ParameterMap,TEXT("PerlinNoise3DTexture")); PerlinNoise3DTextureSampler.Bind(Initializer.ParameterMap,TEXT("PerlinNoise3DTextureSampler")); GlobalDistanceFieldParameters.Bind(Initializer.ParameterMap); }
/** Initialization constructor. */ FPostProcessLensBlurVS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FGlobalShader(Initializer) { PostprocessParameter.Bind(Initializer.ParameterMap); TileCountAndSize.Bind(Initializer.ParameterMap, TEXT("TileCountAndSize")); KernelSize.Bind(Initializer.ParameterMap, TEXT("KernelSize")); ColorScale.Bind(Initializer.ParameterMap,TEXT("ColorScale")); }
/** Initialization constructor. */ FPostProcessCircleDOFDilatePS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FGlobalShader(Initializer) { PostprocessParameter.Bind(Initializer.ParameterMap); DeferredParameters.Bind(Initializer.ParameterMap); DepthOfFieldParams.Bind(Initializer.ParameterMap,TEXT("DepthOfFieldParams")); CircleDofParams.Bind(Initializer.ParameterMap,TEXT("CircleDofParams")); }
/** Initialization constructor. */ FPostProcessHistogramReducePS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FGlobalShader(Initializer) { PostprocessParameter.Bind(Initializer.ParameterMap); LoopSize.Bind(Initializer.ParameterMap, TEXT("LoopSize")); EyeAdaptationTexture.Bind(Initializer.ParameterMap, TEXT("EyeAdaptationTexture")); EyeAdapationTemporalParams.Bind(Initializer.ParameterMap, TEXT("EyeAdapationTemporalParams")); }
/** Initialization constructor. */ FPostProcessScreenSpaceReflectionsPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FGlobalShader(Initializer) { PostprocessParameter.Bind(Initializer.ParameterMap); DeferredParameters.Bind(Initializer.ParameterMap); SSRParams.Bind(Initializer.ParameterMap, TEXT("SSRParams")); HZBUvFactorAndInvFactor.Bind(Initializer.ParameterMap, TEXT("HZBUvFactorAndInvFactor")); }
/** Initialization constructor. */ FPostProcessBokehDOFRecombinePS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FGlobalShader(Initializer) { PostprocessParameter.Bind(Initializer.ParameterMap); DeferredParameters.Bind(Initializer.ParameterMap); DepthOfFieldParams.Bind(Initializer.ParameterMap,TEXT("DepthOfFieldParams")); SeparateTranslucencyResMultParam.Bind(Initializer.ParameterMap, TEXT("SeparateTranslucencyResMult")); LowResDepthTexture.Bind(Initializer.ParameterMap, TEXT("LowResDepthTexture")); }
/** Initialization constructor. */ FPostProcessTestImagePS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FGlobalShader(Initializer) , ColorRemapShaderParameters(Initializer.ParameterMap) { PostprocessParameter.Bind(Initializer.ParameterMap); DeferredParameters.Bind(Initializer.ParameterMap); FrameNumber.Bind(Initializer.ParameterMap,TEXT("FrameNumber")); FrameTime.Bind(Initializer.ParameterMap,TEXT("FrameTime")); }
/** Initialization constructor. */ FPostProcessMotionBlurPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FGlobalShader(Initializer) { PostprocessParameter.Bind(Initializer.ParameterMap); DeferredParameters.Bind(Initializer.ParameterMap); PrevViewProjMatrix.Bind(Initializer.ParameterMap, TEXT("PrevViewProjMatrix")); TextureViewMad.Bind(Initializer.ParameterMap, TEXT("TextureViewMad")); MotionBlurParameters.Bind(Initializer.ParameterMap, TEXT("MotionBlurParameters")); }
/** Initialization constructor. */ FGammaCorrectionPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FGlobalShader(Initializer) { SceneTexture.Bind(Initializer.ParameterMap,TEXT("SceneColorTexture")); SceneTextureSampler.Bind(Initializer.ParameterMap,TEXT("SceneColorTextureSampler")); InverseGamma.Bind(Initializer.ParameterMap,TEXT("InverseGamma")); ColorScale.Bind(Initializer.ParameterMap,TEXT("ColorScale")); OverlayColor.Bind(Initializer.ParameterMap,TEXT("OverlayColor")); }
THZBBuildPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FGlobalShader(Initializer) { InvSizeParameter.Bind( Initializer.ParameterMap, TEXT("InvSize") ); InputUvFactorAndOffsetParameter.Bind( Initializer.ParameterMap, TEXT("InputUvFactorAndOffset") ); InputViewportMaxBoundParameter.Bind( Initializer.ParameterMap, TEXT("InputViewportMaxBound") ); SceneTextureParameters.Bind( Initializer.ParameterMap ); TextureParameter.Bind( Initializer.ParameterMap, TEXT("Texture") ); TextureParameterSampler.Bind( Initializer.ParameterMap, TEXT("TextureSampler") ); }
FPostProcessVelocityFlattenCS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FGlobalShader(Initializer) { PostprocessParameter.Bind(Initializer.ParameterMap); CameraMotionParams.Bind(Initializer.ParameterMap); OutVelocityFlat.Bind(Initializer.ParameterMap, TEXT("OutVelocityFlat")); OutPackedVelocityDepth.Bind(Initializer.ParameterMap, TEXT("OutPackedVelocityDepth")); OutMaxTileVelocity.Bind(Initializer.ParameterMap, TEXT("OutMaxTileVelocity")); ViewDimensions.Bind(Initializer.ParameterMap, TEXT("ViewDimensions")); }
FRTWriteMaskDecodeCS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FGlobalShader(Initializer) { RTWriteMaskDimensions.Bind(Initializer.ParameterMap, TEXT("RTWriteMaskDimensions")); OutCombinedRTWriteMask.Bind(Initializer.ParameterMap, TEXT("OutCombinedRTWriteMask")); RTWriteMaskInput0.Bind(Initializer.ParameterMap, TEXT("RTWriteMaskInput0")); RTWriteMaskInput1.Bind(Initializer.ParameterMap, TEXT("RTWriteMaskInput1")); RTWriteMaskInput2.Bind(Initializer.ParameterMap, TEXT("RTWriteMaskInput2")); UtilizeMask.Bind(Initializer.ParameterMap, TEXT("UtilizeMask")); }
/** Initialization constructor. */ FPostProcessHistogramCS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FGlobalShader(Initializer) { PostprocessParameter.Bind(Initializer.ParameterMap); HistogramRWTexture.Bind(Initializer.ParameterMap, TEXT("HistogramRWTexture")); HistogramParameters.Bind(Initializer.ParameterMap, TEXT("HistogramParameters")); ThreadGroupCount.Bind(Initializer.ParameterMap, TEXT("ThreadGroupCount")); LeftTopOffset.Bind(Initializer.ParameterMap, TEXT("LeftTopOffset")); EyeAdaptationParams.Bind(Initializer.ParameterMap, TEXT("EyeAdaptationParams")); }
/** Initialization constructor. */ FPostProcessSelectionOutlinePS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FGlobalShader(Initializer) { PostprocessParameter.Bind(Initializer.ParameterMap); DeferredParameters.Bind(Initializer.ParameterMap); OutlineColor.Bind(Initializer.ParameterMap, TEXT("OutlineColor")); BSPSelectionIntensity.Bind(Initializer.ParameterMap, TEXT("BSPSelectionIntensity")); PostprocessInput1MS.Bind(Initializer.ParameterMap, TEXT("PostprocessInput1MS")); EditorRenderParams.Bind(Initializer.ParameterMap, TEXT("EditorRenderParams")); EditorPrimitivesStencil.Bind(Initializer.ParameterMap,TEXT("EditorPrimitivesStencil")); }
FHZBTestPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FGlobalShader(Initializer) { HZBUvFactor.Bind( Initializer.ParameterMap, TEXT("HZBUvFactor") ); HZBSize.Bind( Initializer.ParameterMap, TEXT("HZBSize") ); HZBTexture.Bind( Initializer.ParameterMap, TEXT("HZBTexture") ); HZBSampler.Bind( Initializer.ParameterMap, TEXT("HZBSampler") ); BoundsCenterTexture.Bind( Initializer.ParameterMap, TEXT("BoundsCenterTexture") ); BoundsCenterSampler.Bind( Initializer.ParameterMap, TEXT("BoundsCenterSampler") ); BoundsExtentTexture.Bind( Initializer.ParameterMap, TEXT("BoundsExtentTexture") ); BoundsExtentSampler.Bind( Initializer.ParameterMap, TEXT("BoundsExtentSampler") ); }
/** Initialization constructor. */ FPostProcessHMDVS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FGlobalShader(Initializer) { EyeToSrcUVScale.Bind(Initializer.ParameterMap, TEXT("EyeToSrcUVScale")); EyeToSrcUVOffset.Bind(Initializer.ParameterMap, TEXT("EyeToSrcUVOffset")); if (bTimeWarp) { EyeRotationStart.Bind(Initializer.ParameterMap, TEXT("EyeRotationStart")); EyeRotationEnd.Bind(Initializer.ParameterMap, TEXT("EyeRotationEnd")); } }
/** Initialization constructor. */ FPostProcessSubsurfacePS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FGlobalShader(Initializer) { PostprocessParameter.Bind(Initializer.ParameterMap); DeferredParameters.Bind(Initializer.ParameterMap); SSSParams.Bind(Initializer.ParameterMap, TEXT("SSSParams")); }
/** Initialization constructor. */ FPostProcessUpscalePS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FGlobalShader(Initializer) { PostprocessParameter.Bind(Initializer.ParameterMap); DeferredParameters.Bind(Initializer.ParameterMap); UpscaleSoftness.Bind(Initializer.ParameterMap,TEXT("UpscaleSoftness")); }
/** Initialization constructor. */ FPostProcessMotionBlurNewPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FGlobalShader(Initializer) { PostprocessParameter.Bind(Initializer.ParameterMap); DeferredParameters.Bind(Initializer.ParameterMap); MotionBlurParameters.Bind(Initializer.ParameterMap, TEXT("MotionBlurParameters")); }
/** Initialization constructor. */ FPostProcessDOFRecombinePS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FGlobalShader(Initializer) { PostprocessParameter.Bind(Initializer.ParameterMap); DeferredParameters.Bind(Initializer.ParameterMap); DepthOfFieldUVLimit.Bind(Initializer.ParameterMap,TEXT("DepthOfFieldUVLimit")); }
/** Initialization constructor. */ FPostProcessVisualizeShadingModelsPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FGlobalShader(Initializer) { PostprocessParameter.Bind(Initializer.ParameterMap); DeferredParameters.Bind(Initializer.ParameterMap); ShadingModelMaskInView.Bind(Initializer.ParameterMap,TEXT("ShadingModelMaskInView")); }
/** Initialization constructor. */ FPostProcessNoiseBlurPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FGlobalShader(Initializer) { PostprocessParameter.Bind(Initializer.ParameterMap); DeferredParameters.Bind(Initializer.ParameterMap); NoiseParams.Bind(Initializer.ParameterMap, TEXT("NoiseParams")); }
/** Initialization constructor. */ FPostProcessGBufferHintsPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FGlobalShader(Initializer) { PostprocessParameter.Bind(Initializer.ParameterMap); DeferredParameters.Bind(Initializer.ParameterMap); EyeAdaptationParams.Bind(Initializer.ParameterMap, TEXT("EyeAdaptationParams")); MiniFontTexture.Bind(Initializer.ParameterMap, TEXT("MiniFontTexture")); }
/** Initialization constructor. */ FPostProcessVisualizeHDRPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FGlobalShader(Initializer) { PostprocessParameter.Bind(Initializer.ParameterMap); EyeAdaptationParams.Bind(Initializer.ParameterMap, TEXT("EyeAdaptationParams")); MiniFontTexture.Bind(Initializer.ParameterMap, TEXT("MiniFontTexture")); InverseGamma.Bind(Initializer.ParameterMap,TEXT("InverseGamma")); ColorMatrixR_ColorCurveCd1.Bind(Initializer.ParameterMap, TEXT("ColorMatrixR_ColorCurveCd1")); ColorMatrixG_ColorCurveCd3Cm3.Bind(Initializer.ParameterMap, TEXT("ColorMatrixG_ColorCurveCd3Cm3")); ColorMatrixB_ColorCurveCm2.Bind(Initializer.ParameterMap, TEXT("ColorMatrixB_ColorCurveCm2")); ColorCurve_Cm0Cd0_Cd2_Ch0Cm1_Ch3.Bind(Initializer.ParameterMap, TEXT("ColorCurve_Cm0Cd0_Cd2_Ch0Cm1_Ch3")); ColorCurve_Ch1_Ch2.Bind(Initializer.ParameterMap, TEXT("ColorCurve_Ch1_Ch2")); ColorShadow_Luma.Bind(Initializer.ParameterMap, TEXT("ColorShadow_Luma")); ColorShadow_Tint1.Bind(Initializer.ParameterMap, TEXT("ColorShadow_Tint1")); ColorShadow_Tint2.Bind(Initializer.ParameterMap, TEXT("ColorShadow_Tint2")); }
/** Initialization constructor. */ FPostProcessAntiAliasingPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FGlobalShader(Initializer) { PostprocessParameter.Bind(Initializer.ParameterMap); fxaaQualityRcpFrame.Bind(Initializer.ParameterMap, TEXT("fxaaQualityRcpFrame")); fxaaConsoleRcpFrameOpt.Bind(Initializer.ParameterMap, TEXT("fxaaConsoleRcpFrameOpt")); fxaaConsoleRcpFrameOpt2.Bind(Initializer.ParameterMap, TEXT("fxaaConsoleRcpFrameOpt2")); fxaaQualitySubpix.Bind(Initializer.ParameterMap, TEXT("fxaaQualitySubpix")); fxaaQualityEdgeThreshold.Bind(Initializer.ParameterMap, TEXT("fxaaQualityEdgeThreshold")); fxaaQualityEdgeThresholdMin.Bind(Initializer.ParameterMap, TEXT("fxaaQualityEdgeThresholdMin")); fxaaConsoleEdgeSharpness.Bind(Initializer.ParameterMap, TEXT("fxaaConsoleEdgeSharpness")); fxaaConsoleEdgeThreshold.Bind(Initializer.ParameterMap, TEXT("fxaaConsoleEdgeThreshold")); fxaaConsoleEdgeThresholdMin.Bind(Initializer.ParameterMap, TEXT("fxaaConsoleEdgeThresholdMin")); }
/** Initialization constructor. */ FPostProcessMorpheusPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FGlobalShader(Initializer) { PostprocessParameter.Bind(Initializer.ParameterMap); DeferredParameters.Bind(Initializer.ParameterMap); TextureScale.Bind(Initializer.ParameterMap, TEXT("TextureScale")); //check(TextureScaleLeft.IsBound()); TextureOffset.Bind(Initializer.ParameterMap, TEXT("TextureOffset")); //check(TextureOffsetRight.IsBound()); TextureUVOffset.Bind(Initializer.ParameterMap, TEXT("TextureUVOffset")); //check(TextureUVOffset.IsBound()); DistortionTextureParam.Bind(Initializer.ParameterMap, TEXT("DistortionTextureArray")); //check(DistortionTextureLeftParam.IsBound()); DistortionTextureSampler.Bind(Initializer.ParameterMap, TEXT("DistortionTextureSampler")); //check(DistortionTextureSampler.IsBound()); }
/** Initialization constructor. */ FPostProcessBusyWaitPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FGlobalShader(Initializer) { PostprocessParameter.Bind(Initializer.ParameterMap); GPUBusyWait.Bind(Initializer.ParameterMap,TEXT("GPUBusyWait")); }
/** Initialization constructor. */ FPostProcessMotionBlurSetupPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FGlobalShader(Initializer) { PostprocessParameter.Bind(Initializer.ParameterMap); VelocityScale.Bind( Initializer.ParameterMap, TEXT("VelocityScale") ); }
/** Initialization constructor. */ FPostProcessSceneColorFringeVS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FGlobalShader(Initializer) { PostprocessParameter.Bind(Initializer.ParameterMap); FringeUVParams.Bind(Initializer.ParameterMap, TEXT("FringeUVParams")); }