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C++ FDeferredPixelShaderParameters类代码示例

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


在下文中一共展示了FDeferredPixelShaderParameters类的15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,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: FGlobalShader

	/** Initialization constructor. */
	FPostProcessHMDPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
		: FGlobalShader(Initializer)
	{
		PostprocessParameter.Bind(Initializer.ParameterMap);
		DeferredParameters.Bind(Initializer.ParameterMap);

	}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:8,代码来源:PostProcessHMD.cpp

示例2: FGlobalShader

	/** Initialization constructor. */
	FPostProcessVisualizeShadingModelsPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
		: FGlobalShader(Initializer)
	{
		PostprocessParameter.Bind(Initializer.ParameterMap);
		DeferredParameters.Bind(Initializer.ParameterMap);
		ShadingModelMaskInView.Bind(Initializer.ParameterMap,TEXT("ShadingModelMaskInView"));
	}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:8,代码来源:VisualizeShadingModels.cpp

示例3: FGlobalShader

	/** Initialization constructor. */
	FPostProcessScreenSpaceReflectionsPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
		: FGlobalShader(Initializer)
	{
		PostprocessParameter.Bind(Initializer.ParameterMap);
		DeferredParameters.Bind(Initializer.ParameterMap);
		SSRParams.Bind(Initializer.ParameterMap, TEXT("SSRParams"));
	}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:8,代码来源:ScreenSpaceReflections.cpp

示例4: FGlobalShader

	/** Initialization constructor. */
	FPostProcessMotionBlurNewPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
		: FGlobalShader(Initializer)
	{
		PostprocessParameter.Bind(Initializer.ParameterMap);
		DeferredParameters.Bind(Initializer.ParameterMap);
		MotionBlurParameters.Bind(Initializer.ParameterMap, TEXT("MotionBlurParameters"));
	}
开发者ID:xiangyuan,项目名称:Unreal4,代码行数:8,代码来源:PostProcessMotionBlur.cpp

示例5: 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6: FGlobalShader

	/** Initialization constructor. */
	FPostProcessDOFSetupPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
		: FGlobalShader(Initializer)
	{
		PostprocessParameter.Bind(Initializer.ParameterMap);
		DeferredParameters.Bind(Initializer.ParameterMap);
		DepthOfFieldParams.Bind(Initializer.ParameterMap,TEXT("DepthOfFieldParams"));
	}
开发者ID:ErwinT6,项目名称:T6Engine,代码行数:8,代码来源:PostProcessDOF.cpp

示例7: FGlobalShader

	/** Initialization constructor. */
	FPostProcessSubsurfacePS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
		: FGlobalShader(Initializer)
	{
		PostprocessParameter.Bind(Initializer.ParameterMap);
		DeferredParameters.Bind(Initializer.ParameterMap);
		SSSParams.Bind(Initializer.ParameterMap, TEXT("SSSParams"));
	}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:8,代码来源:PostProcessSubsurface.cpp

示例8: FGlobalShader

	/** Initialization constructor. */
	TPostProcessSubsurfaceRecombinePS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
		: FGlobalShader(Initializer)
	{
		PostprocessParameter.Bind(Initializer.ParameterMap);
		DeferredParameters.Bind(Initializer.ParameterMap);
		SubsurfaceParameters.Bind(Initializer.ParameterMap);
	}
开发者ID:frobro98,项目名称:UnrealSource,代码行数:8,代码来源:PostProcessSubsurface.cpp

示例9: 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10: FPostProcessUpscalePS

 /** Initialization constructor. */
 FPostProcessUpscalePS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
     : FGlobalShader(Initializer)
 {
     PostprocessParameter.Bind(Initializer.ParameterMap);
     DeferredParameters.Bind(Initializer.ParameterMap);
     UpscaleSoftness.Bind(Initializer.ParameterMap,TEXT("UpscaleSoftness"));
 }
开发者ID:didixp,项目名称:Ark-Dev-Kit,代码行数:8,代码来源:PostProcessUpscale.cpp

示例11: FGlobalShader

	/** Initialization constructor. */
	FPostProcessNoiseBlurPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
		: FGlobalShader(Initializer)
	{
		PostprocessParameter.Bind(Initializer.ParameterMap);
		DeferredParameters.Bind(Initializer.ParameterMap);
		NoiseParams.Bind(Initializer.ParameterMap, TEXT("NoiseParams"));
	}
开发者ID:colwalder,项目名称:unrealengine,代码行数:8,代码来源:PostProcessNoiseBlur.cpp

示例12: 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13: 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14: SetPS

	void SetPS(const FRenderingCompositePassContext& Context, uint16 InShadingModelMaskInView)
	{
		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);

		static FLinearColor SoftBits[sizeof(InShadingModelMaskInView) * 8] = {};	// init with 0.0f

		for(uint32 i = 0; i < sizeof(InShadingModelMaskInView) * 8; ++i)
		{
			float& ref = SoftBits[i].R;

			ref -= Context.View.Family->DeltaWorldTime;
			ref = FMath::Max(0.0f, ref);

			if(InShadingModelMaskInView & (1 << i))
			{
				ref = 1.0f;
			}
		}

		SetShaderValueArray(Context.RHICmdList, ShaderRHI, ShadingModelMaskInView, SoftBits, sizeof(InShadingModelMaskInView) * 8);
	}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:27,代码来源:VisualizeShadingModels.cpp

示例15: SetPS

	void SetPS(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());
		DeferredParameters.Set(ShaderRHI, Context.View);
	}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:8,代码来源:PostProcessVisualizeBuffer.cpp


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