shadowDepth变体条件
2023-02-09 18:33 kk20161206 阅读(38) 评论(0) 编辑 收藏 举报投射动态shadow函数
inline bool ShouldCastDynamicShadows() const { return !GetShadingModels().HasOnlyShadingModel(MSM_SingleLayerWater) && (GetBlendMode() == BLEND_Opaque || GetBlendMode() == BLEND_Masked || (GetBlendMode() == BLEND_Translucent && GetCastDynamicShadowAsMasked())); }
变量赋值
FMaterialShaderParameters(const FMaterial* InMaterial) { // Make sure to zero-initialize so we get consistent hashes FMemory::Memzero(*this); …… bShouldCastDynamicShadows = InMaterial->ShouldCastDynamicShadows();
TshadowDepthVS的should函数
/** * A vertex shader for rendering the depth of a mesh. */ template <EShadowDepthVertexShaderMode ShaderMode, bool bRenderReflectiveShadowMap, bool bUsePositionOnlyStream, bool bIsForGeometryShader = false> class TShadowDepthVS : public FShadowDepthVS { DECLARE_SHADER_TYPE(TShadowDepthVS, MeshMaterial); public: TShadowDepthVS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FShadowDepthVS(Initializer) { } TShadowDepthVS() {} static bool ShouldCompilePermutation(const FMeshMaterialShaderPermutationParameters& Parameters) { const EShaderPlatform Platform = Parameters.Platform; static const auto SupportAllShaderPermutationsVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.SupportAllShaderPermutations")); const bool bForceAllPermutations = SupportAllShaderPermutationsVar && SupportAllShaderPermutationsVar->GetValueOnAnyThread() != 0; const bool bSupportPointLightWholeSceneShadows = CVarSupportPointLightWholeSceneShadows.GetValueOnAnyThread() != 0 || bForceAllPermutations; const bool bRHISupportsShadowCastingPointLights = RHISupportsGeometryShaders(Platform) || RHISupportsVertexShaderLayer(Platform); if (bIsForGeometryShader && ShaderMode == VertexShadowDepth_VSLayer) { return false; } if (bIsForGeometryShader && (!bSupportPointLightWholeSceneShadows || !bRHISupportsShadowCastingPointLights)) { return false; } //Note: This logic needs to stay in sync with OverrideWithDefaultMaterialForShadowDepth! // Compile for special engine materials. if (bRenderReflectiveShadowMap) { static const auto SupportLPV = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.LightPropagationVolume")); if (SupportLPV && SupportLPV->GetValueOnAnyThread() == 0) { return false; } else { // Reflective shadow map shaders must be compiled for every material because they access the material normal return !bUsePositionOnlyStream // Don't render ShadowDepth for translucent unlit materials, unless we're injecting emissive && (Parameters.MaterialParameters.bShouldCastDynamicShadows || Parameters.MaterialParameters.bShouldInjectEmissiveIntoLPV || Parameters.MaterialParameters.bShouldBlockGI) && IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM5); } } else { return (Parameters.MaterialParameters.bIsSpecialEngineMaterial // Masked and WPO materials need their shaders but cannot be used with a position only stream. || ((!Parameters.MaterialParameters.bWritesEveryPixelShadowPass || Parameters.MaterialParameters.bMaterialMayModifyMeshPosition) && !bUsePositionOnlyStream)) // Only compile one pass point light shaders for feature levels >= SM5 && ((ShaderMode != VertexShadowDepth_OnePassPointLight && ShaderMode != VertexShadowDepth_VSLayer) || IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM5)) // Only compile position-only shaders for vertex factories that support it. (Note: this assumes that a vertex factor which supports PositionOnly, supports also PositionAndNormalOnly) && (!bUsePositionOnlyStream || Parameters.VertexFactoryType->SupportsPositionOnly()) // Don't render ShadowDepth for translucent unlit materials && Parameters.MaterialParameters.bShouldCastDynamicShadows; } }
需要材质参数的shouldCastDynamicShadows为true。
Parameters.MaterialParameters.bMaterialMayModifyMeshPosition)来自:
bool FMaterial::MaterialMayModifyMeshPosition() const
{
// Conservative estimate when called before material translation has occurred.
// This function is only intended for use in deciding whether or not shader permutations are required.
return HasVertexPositionOffsetConnected() || HasPixelDepthOffsetConnected() || HasMaterialAttributesConnected() || GetTessellationMode() != MTM_NoTessellation
|| (GetMaterialDomain() == MD_DeferredDecal && GetDecalBlendMode() == DBM_Volumetric_DistanceFunction);
}
连着
PositionOffset或
PixelDepthOffset或
MaterialAttributes