• 设为首页
  • 点击收藏
  • 手机版
    手机扫一扫访问
    迪恩网络手机版
  • 关注官方公众号
    微信扫一扫关注
    迪恩网络公众号

C++ GetPixelShader函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中GetPixelShader函数的典型用法代码示例。如果您正苦于以下问题:C++ GetPixelShader函数的具体用法?C++ GetPixelShader怎么用?C++ GetPixelShader使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。



在下文中一共展示了GetPixelShader函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: SetParameters

	void SetParameters(FRHICommandList& RHICmdList, const FViewInfo& View, FLightShaftsOutput LightShaftsOutput)
	{
		FGlobalShader::SetParameters(RHICmdList, GetPixelShader(), View);
		SceneTextureParameters.Set(RHICmdList, GetPixelShader(), View);
		ExponentialParameters.Set(RHICmdList, GetPixelShader(), &View);

		if (LightShaftsOutput.bRendered)
		{
			SetTextureParameter(
				RHICmdList, 
				GetPixelShader(),
				OcclusionTexture, OcclusionSampler,
				TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI(),
				LightShaftsOutput.LightShaftOcclusion->GetRenderTargetItem().ShaderResourceTexture
				);
		}
		else
		{
			SetTextureParameter(
				RHICmdList, 
				GetPixelShader(),
				OcclusionTexture, OcclusionSampler,
				TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI(),
				GWhiteTexture->TextureRHI
				);
		}
	}
开发者ID:johndpope,项目名称:UE4,代码行数:27,代码来源:FogRendering.cpp


示例2: SetTextureParameter

void FSimpleElementPS::SetParameters(const FTexture* TextureValue)
{
	SetTextureParameter(GetPixelShader(),InTexture,InTextureSampler,TextureValue);
	
	SetShaderValue(GetPixelShader(),TextureComponentReplicate,TextureValue->bGreyScaleFormat ? FLinearColor(1,0,0,0) : FLinearColor(0,0,0,0));
	SetShaderValue(GetPixelShader(),TextureComponentReplicateAlpha,TextureValue->bGreyScaleFormat ? FLinearColor(1,0,0,0) : FLinearColor(0,0,0,1));
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:7,代码来源:SimpleElementShaders.cpp


示例3: SetParameters

	/** Sets shader parameter values */
	void SetParameters(FRHICommandList& RHICmdList, const FLightSceneInfo* LightSceneInfo, const FViewInfo& View, int32 PassIndex, TRefCountPtr<IPooledRenderTarget>& PassSource)
	{
		FGlobalShader::SetParameters(RHICmdList, GetPixelShader(), View);
		LightShaftParameters.SetParameters(RHICmdList, GetPixelShader(), LightSceneInfo, View, PassSource);

		const FVector4 Parameters(GLightShaftBlurNumSamples, GLightShaftFirstPassDistance, PassIndex);
		SetShaderValue(RHICmdList, GetPixelShader(), RadialBlurParameters, Parameters);
	}
开发者ID:colwalder,项目名称:unrealengine,代码行数:9,代码来源:LightShaftRendering.cpp


示例4: SetTextureParameter

void FCubemapTexturePropertiesPS<bHDROutput>::SetParameters( FRHICommandList& RHICmdList, const FTexture* Texture, const FMatrix& ColorWeightsValue, float MipLevel, float GammaValue )
{
	SetTextureParameter(RHICmdList, GetPixelShader(),CubeTexture,CubeTextureSampler,Texture);

	FVector4 PackedProperties0Value(MipLevel, 0, 0, 0);
	SetShaderValue(RHICmdList, GetPixelShader(), PackedProperties0, PackedProperties0Value);
	SetShaderValue(RHICmdList, GetPixelShader(), ColorWeights, ColorWeightsValue);
	SetShaderValue(RHICmdList, GetPixelShader(), Gamma, GammaValue);
}
开发者ID:Codermay,项目名称:Unreal4,代码行数:9,代码来源:CubemapUnwrapUtils.cpp


示例5: SetShaderValue

/**
* Sets all the constant parameters for this shader
*
* @param Texture - 2d tile texture
* @param Gamma - if gamma != 1.0 then a pow(color,Gamma) is applied
* @param ClipRef - reference value to compare with alpha for killing pixels
* @param SmoothWidth - The width to smooth the edge the texture
* @param EnableShadow - Toggles drop shadow rendering
* @param ShadowDirection - 2D vector specifying the direction of shadow
* @param ShadowColor - Color of the shadowed pixels
* @param ShadowSmoothWidth - The width to smooth the edge the shadow of the texture
* @param BlendMode - current batched element blend mode being rendered
*/
void FSimpleElementDistanceFieldGammaPS::SetParameters(
	const FTexture* Texture,
	float Gamma,
	float ClipRef,
	float SmoothWidthValue,
	bool EnableShadowValue,
	const FVector2D& ShadowDirectionValue,
	const FLinearColor& ShadowColorValue,
	float ShadowSmoothWidthValue,
	const FDepthFieldGlowInfo& GlowInfo,
	ESimpleElementBlendMode BlendMode
	)
{
	FSimpleElementMaskedGammaPS::SetParameters(Texture,Gamma,ClipRef,BlendMode);
	SetShaderValue(GetPixelShader(),SmoothWidth,SmoothWidthValue);		
	SetPixelShaderBool(GetPixelShader(),EnableShadow,EnableShadowValue);
	if (EnableShadowValue)
	{
		SetShaderValue(GetPixelShader(),ShadowDirection,ShadowDirectionValue);
		SetShaderValue(GetPixelShader(),ShadowColor,ShadowColorValue);
		SetShaderValue(GetPixelShader(),ShadowSmoothWidth,ShadowSmoothWidthValue);
	}
	SetPixelShaderBool(GetPixelShader(),EnableGlow,GlowInfo.bEnableGlow);
	if (GlowInfo.bEnableGlow)
	{
		SetShaderValue(GetPixelShader(),GlowColor,GlowInfo.GlowColor);
		SetShaderValue(GetPixelShader(),GlowOuterRadius,GlowInfo.GlowOuterRadius);
		SetShaderValue(GetPixelShader(),GlowInnerRadius,GlowInfo.GlowInnerRadius);
	}

	// This shader does not use editor compositing
	SetEditorCompositingParameters( NULL, FTexture2DRHIRef() );
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:46,代码来源:SimpleElementShaders.cpp


示例6: SetParameters

	void SetParameters(FRHICommandList& RHICmdList, int32 SourceMipIndexValue, FTextureRHIRef& SourceTextureValue)
	{
		SetShaderValue(RHICmdList, GetPixelShader(), SourceMipIndex, SourceMipIndexValue);

		SetTextureParameter(
			RHICmdList, 
			GetPixelShader(), 
			SourceTexture, 
			SourceTextureSampler, 
			TStaticSamplerState<SF_Point, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI(), 
			SourceTextureValue);
	}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:12,代码来源:ReflectionEnvironmentDiffuseIrradiance.cpp


示例7: SetParameters

	void SetParameters(FRHICommandList& RHICmdList, const FSceneView& View, const FMaterialRenderProxy* MaterialProxy, const FDeferredDecalProxy& DecalProxy, const float FadeAlphaValue=1.0f)
	{
		const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();

		FMaterialShader::SetParameters(RHICmdList, ShaderRHI, MaterialProxy, *MaterialProxy->GetMaterial(View.GetFeatureLevel()), View, true, ESceneRenderTargetsMode::SetTextures);

		FTransform ComponentTrans = DecalProxy.ComponentTrans;

		FMatrix WorldToComponent = ComponentTrans.ToInverseMatrixWithScale();

		// Set the transform from screen space to light space.
		if(ScreenToDecal.IsBound())
		{
			const FMatrix ScreenToDecalValue = 
				FMatrix(
					FPlane(1,0,0,0),
					FPlane(0,1,0,0),
					FPlane(0,0,View.ViewMatrices.ProjMatrix.M[2][2],1),
					FPlane(0,0,View.ViewMatrices.ProjMatrix.M[3][2],0)
				) * View.InvViewProjectionMatrix * WorldToComponent;

			SetShaderValue(RHICmdList, ShaderRHI, ScreenToDecal, ScreenToDecalValue);
		}

		// Set the transform from light space to world space
		if(DecalToWorld.IsBound())
		{
			const FMatrix DecalToWorldValue = ComponentTrans.ToMatrixWithScale();
			
			SetShaderValue(RHICmdList, ShaderRHI, DecalToWorld, DecalToWorldValue);
		}

		SetShaderValue(RHICmdList, ShaderRHI, FadeAlpha, FadeAlphaValue);
		SetShaderValue(RHICmdList, ShaderRHI, WorldToDecal, WorldToComponent);
	}
开发者ID:magetron,项目名称:UnrealEngine4-mod,代码行数:35,代码来源:DecalRenderingShared.cpp


示例8: SetParameters

	void SetParameters(FRHICommandList& RHICmdList, const FViewInfo& View)
	{
		const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();

		FGlobalShader::SetParameters(RHICmdList, ShaderRHI, View );
		FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
		
		const FIntPoint GBufferSize = SceneContext.GetBufferSizeXY();
		const FVector2D InvSize( 1.0f / float(GBufferSize.X), 1.0f / float(GBufferSize.Y) );
		const FVector4 InputUvFactorAndOffset (
			float(2 * View.HZBMipmap0Size.X) / float(GBufferSize.X),
			float(2 * View.HZBMipmap0Size.Y) / float(GBufferSize.Y),
			float(View.ViewRect.Min.X) / float(GBufferSize.X),
			float(View.ViewRect.Min.Y) / float(GBufferSize.Y)
			);
		const FVector2D InputViewportMaxBound (
			float(View.ViewRect.Max.X) / float(GBufferSize.X) - 0.5f * InvSize.X,
			float(View.ViewRect.Max.Y) / float(GBufferSize.Y) - 0.5f * InvSize.Y
			);
		SetShaderValue(RHICmdList, ShaderRHI, InvSizeParameter, InvSize );
		SetShaderValue(RHICmdList, ShaderRHI, InputUvFactorAndOffsetParameter, InputUvFactorAndOffset );
		SetShaderValue(RHICmdList, ShaderRHI, InputViewportMaxBoundParameter, InputViewportMaxBound );
		
		SceneTextureParameters.Set(RHICmdList, ShaderRHI, View );
	}
开发者ID:dineshone,项目名称:UnrealGameEngine,代码行数:25,代码来源:SceneOcclusion.cpp


示例9: SetParameters

	void SetParameters(	
#if LPV_VOLUME_TEXTURE
		FTextureRHIParamRef* LpvBufferSRVsIn, 
#else
		FShaderResourceViewRHIParamRef LpvBufferSRVIn, 
#endif 

		FLpvReadUniformBufferRef LpvUniformBuffer, 
		const FRenderingCompositePassContext& Context )
	{
		const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();

		SetUniformBufferParameter( ShaderRHI, GetUniformBufferParameter<FLpvReadUniformBufferParameters>(), LpvUniformBuffer );

#if LPV_VOLUME_TEXTURE
		for ( int i=0; i<7; i++ )
		{
			if ( LpvBufferSRVParameters[i].IsBound() )
			{
				RHISetShaderTexture( ShaderRHI, LpvBufferSRVParameters[i].GetBaseIndex(), LpvBufferSRVsIn[i] );
				SetTextureParameter( ShaderRHI, LpvBufferSRVParameters[i], LpvVolumeTextureSampler, TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI(), LpvBufferSRVsIn[i] );
			}
		}
#else
		if ( LpvBufferSRV.IsBound() )
		{
			RHISetShaderResourceViewParameter( ShaderRHI, LpvBufferSRV.GetBaseIndex(), LpvBufferSRVIn );
		}
#endif
		FGlobalShader::SetParameters(ShaderRHI, Context.View);
		PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
		DeferredParameters.Set(ShaderRHI, Context.View);
		SetTextureParameter( ShaderRHI, PreIntegratedGF, PreIntegratedGFSampler, TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI(), GSystemTextures.PreintegratedGF->GetRenderTargetItem().ShaderResourceTexture );
	}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:34,代码来源:PostProcessLpvIndirect.cpp


示例10: SetParameters

	void SetParameters(	
		FTextureRHIParamRef* LpvBufferSRVsIn, 
		FTextureRHIParamRef AOVolumeTextureSRVIn, 
		FLpvReadUniformBufferRef LpvUniformBuffer, 
		const FRenderingCompositePassContext& Context )
	{
		const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();

		SetUniformBufferParameter(Context.RHICmdList, ShaderRHI, GetUniformBufferParameter<FLpvReadUniformBufferParameters>(), LpvUniformBuffer);

		for ( int i=0; i<7; i++ )
		{
			if ( LpvBufferSRVParameters[i].IsBound() )
			{
				Context.RHICmdList.SetShaderTexture(ShaderRHI, LpvBufferSRVParameters[i].GetBaseIndex(), LpvBufferSRVsIn[i]);
				SetTextureParameter(Context.RHICmdList, ShaderRHI, LpvBufferSRVParameters[i], LpvVolumeTextureSampler, TStaticSamplerState<SF_Bilinear, AM_Border, AM_Border, AM_Border>::GetRHI(), LpvBufferSRVsIn[i]);
			}
		}

		if ( AOVolumeTextureSRVParameter.IsBound() )
		{
			Context.RHICmdList.SetShaderTexture(ShaderRHI, AOVolumeTextureSRVParameter.GetBaseIndex(), AOVolumeTextureSRVIn );
		}
		FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
		PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI());
		DeferredParameters.Set(Context.RHICmdList, ShaderRHI, Context.View);
		SetTextureParameter(Context.RHICmdList, ShaderRHI, PreIntegratedGF, PreIntegratedGFSampler, TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI(), GSystemTextures.PreintegratedGF->GetRenderTargetItem().ShaderResourceTexture);
	}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:28,代码来源:PostProcessLpvIndirect.cpp


示例11: GetPixelShader

void FSlateMaterialShaderPS::SetParameters(FRHICommandList& RHICmdList, const FSceneView& View, const FMaterialRenderProxy* MaterialRenderProxy, const FMaterial* Material, float InDisplayGamma, const FVector4& InShaderParams )
{
	const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();

	EBlendMode BlendMode = Material->GetBlendMode();

	switch (BlendMode)
	{
	default:
	case BLEND_Opaque:
		RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
		break;
	case BLEND_Masked:
		RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
		break;
	case BLEND_Translucent:
		RHICmdList.SetBlendState(TStaticBlendState<CW_RGB, BO_Add, BF_SourceAlpha, BF_InverseSourceAlpha, BO_Add, BF_Zero, BF_InverseSourceAlpha>::GetRHI());
		break;
	case BLEND_Additive:
		// Add to the existing scene color
		RHICmdList.SetBlendState(TStaticBlendState<CW_RGB, BO_Add, BF_One, BF_One, BO_Add, BF_Zero, BF_InverseSourceAlpha>::GetRHI());
		break;
	case BLEND_Modulate:
		// Modulate with the existing scene color
		RHICmdList.SetBlendState(TStaticBlendState<CW_RGB, BO_Add, BF_DestColor, BF_Zero>::GetRHI());
		break;
	};

	SetShaderValue( RHICmdList, ShaderRHI, DisplayGamma, InDisplayGamma );
	SetShaderValue( RHICmdList, ShaderRHI, ShaderParams, InShaderParams );

	const bool bDeferredPass = false;
	FMaterialShader::SetParameters<FPixelShaderRHIParamRef>(RHICmdList, ShaderRHI, MaterialRenderProxy, *Material, View, bDeferredPass, ESceneRenderTargetsMode::SetTextures);

}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:35,代码来源:SlateMaterialShader.cpp


示例12: GetPixelShader

void FIESLightProfilePS::SetParameters( FRHICommandList& RHICmdList, const FTexture* Texture, float InBrightnessInLumens )
{
	FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
	SetTextureParameter(RHICmdList, ShaderRHI, IESTexture, IESTextureSampler, Texture);

	SetShaderValue(RHICmdList, ShaderRHI, BrightnessInLumens, InBrightnessInLumens);
}
开发者ID:Codermay,项目名称:Unreal4,代码行数:7,代码来源:CubemapUnwrapUtils.cpp


示例13: SetParameters

	void SetParameters(const FRenderingCompositePassContext& Context)
	{
		const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();

		FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
		PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear,AM_Border,AM_Border,AM_Border>::GetRHI());
	}
开发者ID:johndpope,项目名称:UE4,代码行数:7,代码来源:PostProcessBloomSetup.cpp


示例14: SetParameters

	void SetParameters(const FSceneView& View)
	{
		const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();

		FGlobalShader::SetParameters(ShaderRHI, View);
		DeferredParameters.Set(ShaderRHI, View);
	}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:7,代码来源:PostProcessDeferredDecals.cpp


示例15: SetParameters

	void SetParameters(FRHICommandList& RHICmdList, const FRenderingCompositePassContext& Context, const FMaterialRenderProxy* Material )
	{
		const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();

		FMaterialShader::SetParameters(RHICmdList, ShaderRHI, Material, *Material->GetMaterial(Context.View.GetFeatureLevel()), Context.View, true, ESceneRenderTargetsMode::SetTextures);
		PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
	}
开发者ID:xiangyuan,项目名称:Unreal4,代码行数:7,代码来源:PostProcessMaterial.cpp


示例16: SetPS

	void SetPS(const FRenderingCompositePassContext& Context, FIntRect SrcRect, FIntPoint SrcBufferSize, EStereoscopicPass StereoPass, FMatrix& QuadTexTransform)
	{
		const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
		
		FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);

		PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
		DeferredParameters.Set(Context.RHICmdList, ShaderRHI, Context.View);

		{
			check(GEngine->HMDDevice.IsValid());
			TSharedPtr< class IHeadMountedDisplay > HMDDevice = GEngine->HMDDevice;

			check (StereoPass != eSSP_FULL);
			if (StereoPass == eSSP_LEFT_EYE)
			{
				FTexture* TextureLeft = HMDDevice->GetDistortionTextureLeft();
				SetTextureParameter(Context.RHICmdList, ShaderRHI, DistortionTextureParam, DistortionTextureSampler, TextureLeft->SamplerStateRHI, TextureLeft->TextureRHI);
				SetShaderValue(Context.RHICmdList, ShaderRHI, TextureScale, HMDDevice->GetTextureScaleLeft());
				SetShaderValue(Context.RHICmdList, ShaderRHI, TextureOffset, HMDDevice->GetTextureOffsetLeft());
				SetShaderValue(Context.RHICmdList, ShaderRHI, TextureUVOffset, 0.0f);
			}
			else
			{
				FTexture* TextureRight = HMDDevice->GetDistortionTextureRight();
				SetTextureParameter(Context.RHICmdList, ShaderRHI, DistortionTextureParam, DistortionTextureSampler, TextureRight->SamplerStateRHI, TextureRight->TextureRHI);
				SetShaderValue(Context.RHICmdList, ShaderRHI, TextureScale, HMDDevice->GetTextureScaleRight());
				SetShaderValue(Context.RHICmdList, ShaderRHI, TextureOffset, HMDDevice->GetTextureOffsetRight());
				SetShaderValue(Context.RHICmdList, ShaderRHI, TextureUVOffset, -0.5f);
			}				
				  
			QuadTexTransform = FMatrix::Identity;            
		}
	}
开发者ID:kidaa,项目名称:UnrealEngineVR,代码行数:34,代码来源:PostProcessMorpheus.cpp


示例17: SetPS

	void SetPS(const FRenderingCompositePassContext& Context, uint32 LoopSizeValue)
	{
		const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();

		FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);

		PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());

		SetShaderValue(Context.RHICmdList, ShaderRHI, LoopSize, LoopSizeValue);

		if(EyeAdaptationTexture.IsBound())
		{
			if (Context.View.HasValidEyeAdaptation())
			{
				IPooledRenderTarget* EyeAdaptationRT = Context.View.GetEyeAdaptation();
				SetTextureParameter(Context.RHICmdList, ShaderRHI, EyeAdaptationTexture, EyeAdaptationRT->GetRenderTargetItem().TargetableTexture);
			}
			else
			{
				// some views don't have a state, thumbnail rendering?
				SetTextureParameter(Context.RHICmdList, ShaderRHI, EyeAdaptationTexture, GWhiteTexture->TextureRHI);
			}
		}

		// todo
		FVector4 EyeAdapationTemporalParamsValue(0, 0, 0, 0);
		SetShaderValue(Context.RHICmdList, ShaderRHI, EyeAdapationTemporalParams, EyeAdapationTemporalParamsValue);
	}
开发者ID:colwalder,项目名称:unrealengine,代码行数:28,代码来源:PostProcessHistogramReduce.cpp


示例18: SetParameters

	void SetParameters(const FRenderingCompositePassContext& Context)
	{
		const FFinalPostProcessSettings& Settings = Context.View.FinalPostProcessSettings;
		const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();

		FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);

		PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Point, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI());
		DeferredParameters.Set(Context.RHICmdList, ShaderRHI, Context.View);

		{
			float MaxRoughness = FMath::Clamp(Context.View.FinalPostProcessSettings.ScreenSpaceReflectionMaxRoughness, 0.01f, 1.0f);

			// f(x) = x * Scale + Bias
			// f(MaxRoughness) = 0
			// f(MaxRoughness/2) = 1

			float RoughnessMaskScale = -2.0f / MaxRoughness;
			RoughnessMaskScale *= SSRQuality < 3 ? 2.0f : 1.0f;

			FLinearColor Value(
				FMath::Clamp(Context.View.FinalPostProcessSettings.ScreenSpaceReflectionIntensity * 0.01f, 0.0f, 1.0f), 
				RoughnessMaskScale,
				0, 
				0);

			SetShaderValue(Context.RHICmdList, ShaderRHI, SSRParams, Value);
		}
	}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:29,代码来源:ScreenSpaceReflections.cpp


示例19: SetParameters

	void SetParameters(const FRenderingCompositePassContext& Context)
	{
		const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();

		FGlobalShader::SetParameters(ShaderRHI, Context.View);

		PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());

		{
			const float SizeX = Context.View.ViewRect.Width();
			const float SizeY = Context.View.ViewRect.Height();
			const float InvAspectRatio = SizeY / SizeX;

			const FSceneViewState* ViewState = (FSceneViewState*) Context.View.State;
			const float MotionBlurTimeScale = ViewState ? ViewState->MotionBlurTimeScale : 1.0f;

			const float ViewMotionBlurScale = 0.5f * MotionBlurTimeScale * Context.View.FinalPostProcessSettings.MotionBlurAmount;

			// 0:no 1:full screen width
			float MaxVelocity = Context.View.FinalPostProcessSettings.MotionBlurMax / 100.0f;
			float InvMaxVelocity = 1.0f / MaxVelocity;
			float ObjectScaleX = ViewMotionBlurScale * InvMaxVelocity;
			float ObjectScaleY = ViewMotionBlurScale * InvMaxVelocity * InvAspectRatio;

			SetShaderValue( ShaderRHI, VelocityScale, FVector4( ObjectScaleX, -ObjectScaleY, 0, 0 ) );
		}
	}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:27,代码来源:PostProcessMotionBlur.cpp


示例20: SetPS

	void SetPS(const FRenderingCompositePassContext& Context)
	{
		const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();

		FGlobalShader::SetParameters(ShaderRHI, Context.View);

		PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());

#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
		{
			static const auto CVar = IConsoleManager::Get().FindTConsoleVariableDataFloat(TEXT("r.GPUBusyWait"));

			uint32 PixelCount = Context.View.ViewRect.Size().X * Context.View.ViewRect.Size().Y;

			float CVarValue = FMath::Clamp(CVar->GetValueOnRenderThread(), 0.0f, 500.0f);

			// multiply with large number to get more human friendly number range
			// calibrated on a NV580 to be roughly a millisecond
			// divide by viewport pixel count
			uint32 Value = (uint32)(CVarValue * 1000000000.0 / 6.12 / PixelCount);

			SetShaderValue(ShaderRHI, GPUBusyWait, Value);
		}
#endif
	}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:25,代码来源:PostProcessBusyWait.cpp



注:本文中的GetPixelShader函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


鲜花

握手

雷人

路过

鸡蛋
该文章已有0人参与评论

请发表评论

全部评论

专题导读
上一篇:
C++ GetPlainName函数代码示例发布时间:2022-05-30
下一篇:
C++ GetPixelRed函数代码示例发布时间:2022-05-30
热门推荐
阅读排行榜

扫描微信二维码

查看手机版网站

随时了解更新最新资讯

139-2527-9053

在线客服(服务时间 9:00~18:00)

在线QQ客服
地址:深圳市南山区西丽大学城创智工业园
电邮:jeky_zhao#qq.com
移动电话:139-2527-9053

Powered by 互联科技 X3.4© 2001-2213 极客世界.|Sitemap