#contents ---- * 参考 [#m299e3f7] - [UE4] GBufferを拡張する - もんしょの巣穴 http://monsho.blog63.fc2.com/blog-entry-191.html * メモ [#wd54c572] - MaxSimultaneousRenderTargets = 8 で制限されてる MRT[0] - 計算済みカラー(多分) MRT[1] - rgb - 法線, a - PerObjectGBufferData(0x01 - DistanceFieldを受けるか、0x02 - DynamicIndirectShadowCaster受けるか)(多分) MRT[2] - r - Metalic, g - Specular, b - roughness, a - ShadingModelやSelectiveOutputMask(GetSelectiveOutputMask) MRT[3] - rgb - ベースカラー, a - EncodeIndirectIrradiance or AO #if GBUFFER_HAS_VELOCITY MRT[4] - Velocity MRT[5] - CustomData(※1) #if GBUFFER_HAS_PRECSHADOWFACTOR MRT[6] - PrecomputedShadowFactors #else MRT[6] - 空き #endif #else MRT[4] - CustomData(※1) #if GBUFFER_HAS_PRECSHADOWFACTOR MRT[5] - PrecomputedShadowFactors #else MRT[5] - 空き #endif MRT[6] - 空き #endif ※1 SUBSURFACE, PREINTEGRATED_SKIN, SUBSURFACE_PROFILE, CLEAR_COAT, TWOSIDED_FOLIAGE, HAIR, CLOTH, EYE のShading Modelの時のみ使用される → WRITES_CUSTOMDATA_TO_GBUFFERがtrueの場合のみ使用される → 独自Shading Modelでも使用できる * やってみた [#r6c702ae] + Engine\Source\Runtime\Renderer\Private\PostProcess\SceneRenderTargets.h ++ BEGIN_UNIFORM_BUFFER_STRUCT(FGBufferResourceStruct, ) の中 DECLARE_UNIFORM_BUFFER_STRUCT_MEMBER_TEXTURE( Texture2D, GBufferVelocityTexture ) の下に追加分 DECLARE_UNIFORM_BUFFER_STRUCT_MEMBER_TEXTURE(Texture2D, GBufferCellATexture) DECLARE_UNIFORM_BUFFER_STRUCT_MEMBER_TEXTURE( Texture2D<float4>, GBufferVelocityTextureNonMS ) の下に追加分 DECLARE_UNIFORM_BUFFER_STRUCT_MEMBER_TEXTURE( Texture2D<float4>, GBufferCellATextureNonMS ) DECLARE_UNIFORM_BUFFER_STRUCT_MEMBER_TEXTURE( Texture2DMS<float4>, GBufferVelocityTextureMS ) の下に追加分 DECLARE_UNIFORM_BUFFER_STRUCT_MEMBER_TEXTURE( Texture2DMS<float4>, GBufferCellATextureMS ) DECLARE_UNIFORM_BUFFER_STRUCT_MEMBER_SAMPLER( SamplerState, GBufferVelocityTextureSampler) の下に追加分 DECLARE_UNIFORM_BUFFER_STRUCT_MEMBER_SAMPLER( SamplerState, GBufferCellATextureSampler ) ++ class RENDERER_API FSceneRenderTargets const FTexture2DRHIRef& GetGBufferVelocityTexture() const { return (const FTexture2DRHIRef&)GBufferVelocity->GetRenderTargetItem().ShaderResourceTexture; } の下に追加分 const FTexture2DRHIRef& GetGBufferCellATexture() const { return (const FTexture2DRHIRef&)GBufferCellA->GetRenderTargetItem().ShaderResourceTexture; } TRefCountPtr<IPooledRenderTarget> GBufferVelocity; の下に追加分 TRefCountPtr<IPooledRenderTarget> GBufferCellA; + Engine\Source\Runtime\Renderer\Private\PostProcess\SceneRenderTargets.cpp ++ FSceneRenderTargets::FSceneRenderTargets , GBufferVelocity(GRenderTargetPool.MakeSnapshot(SnapshotSource.GBufferVelocity)) の下に追加 , GBufferCellA(GRenderTargetPool.MakeSnapshot(SnapshotSource.GBufferCellA)) ++ int32 FSceneRenderTargets::GetGBufferRenderTargets の末尾に追加。MRTにGバッファを追加する OutRenderTargets[MRTCount++] = FRHIRenderTargetView(GBufferCellA->GetRenderTargetItem().TargetableTexture, 0, -1, ColorLoadAction, ERenderTargetStoreAction::EStore); ++ FSceneRenderTargets::ReleaseGBufferTargets の末尾に追加。 GBufferCellA.SafeRelease(); ++ void FSceneRenderTargets::AllocGBufferTargets if (bUseGBuffer) { の中に追加分 FPooledRenderTargetDesc CellRTDesc(FPooledRenderTargetDesc::Create2DDesc(BufferSize, PF_B8G8R8A8, FClearValueBinding::Transparent, TexCreate_None, TexCreate_RenderTargetable, false)); GRenderTargetPool.FindFreeElement(RHICmdList, CellRTDesc, GBufferCellA, TEXT("GBufferCellA")); if (bCanReadGBufferUniforms) { の中に追加分 const FSceneRenderTargetItem& GBufferVelocityToUse = GBufferVelocity ? GBufferVelocity->GetRenderTargetItem() : GSystemTextures.BlackDummy->GetRenderTargetItem(); の下 const FSceneRenderTargetItem& GBufferCellAToUse = GBufferCellA ? GBufferCellA->GetRenderTargetItem() : GSystemTextures.BlackDummy->GetRenderTargetItem(); GBufferResourceStruct.GBufferVelocityTexture = GBufferVelocityToUse.ShaderResourceTexture; の下 GBufferResourceStruct.GBufferCellATexture = GBufferCellAToUse.ShaderResourceTexture; GBufferResourceStruct.GBufferVelocityTextureNonMS = GBufferVelocityToUse.ShaderResourceTexture; の下 GBufferResourceStruct.GBufferCellATextureNonMS = GBufferCellAToUse.ShaderResourceTexture; GBufferResourceStruct.GBufferVelocityTextureMS = GBufferVelocityToUse.TargetableTexture; の下 GBufferResourceStruct.GBufferCellATextureMS = GBufferCellAToUse.TargetableTexture; GBufferResourceStruct.GBufferVelocityTextureSampler = TStaticSamplerState<>::GetRHI(); の下 GBufferResourceStruct.GBufferCellATextureSampler = TStaticSamplerState<>::GetRHI(); + Engine\Shaders\DeferredShadingCommon.usf ++ struct FGBufferData float4 Velocity; の下に追加分のGバッファを追加 float4 CellA; ++ void EncodeGBuffer(...) Gバッファからの読み込み の引数に追加分のGバッファ引数を追加。 out float4 OutGBufferCellA, 関数の末尾にGバッファ構造体から出力を追加 OutGBufferCellA = GBuffer.CellA; ++ DecodeGBufferData(...) Gバッファへ書き込み の引数に追加分のGバッファ引数を追加 float4 InGBufferCellA, 関数の末尾にGバッファ構造体へ値を代入 GBuffer.CellA = InGBufferCellA; ++ FGBufferData GetGBufferDataUint float4 GBufferD = GBuffers.GBufferDTextureNonMS.Load(int3(PixelPos, 0)); の下に追加。Gバッファのテクスチャの読み込み。DecodeGBufferDataに流し込む。 float4 GBufferCellA = GBuffers.GBufferCellATextureNonMS.Load(int3(PixelPos, 0)); ++ FGBufferData GetGBufferData float4 GBufferD = Texture2DSampleLevel(GBuffers.GBufferDTexture, GBuffers.GBufferDTextureSampler, UV, 0); の下に追加。Gバッファのテクスチャの読み込み。DecodeGBufferDataに流し込む。 float4 GBufferCellA = Texture2DSampleLevel(GBuffers.GBufferCellATexture, GBuffers.GBufferCellATextureSampler, UV, 0); ++ FGBufferData GetGBufferDataMS float4 GBufferD = GBuffers.GBufferDTextureMS.Load(PixelPos, SampleIndex); の下に追加。Gバッファのテクスチャの読み込み。DecodeGBufferDataに流し込む。 float4 GBufferCellA = GBuffers.GBufferCellATextureMS.Load(PixelPos, SampleIndex); ++ float3 GetShadingModelColor デバッグ用のShadingModelのカラー表示。 case SHADINGMODELID_EYE: return float3(0.3f, 1.0f, 1.0f); の下に追加 ++ 各所EncodeGBuffer, DecodeGBufferDataを使っている所の引数を追加する。 + 初期化や引数を追加 ++ Engine\Shaders\DecalCommon.usf EncodeGBuffer に渡す引数 ++ Engine\Shaders\DeferredDecal.usf DecalCommonOutput に渡す GBufferData の初期化 ++ Engine\Shaders\MeshDecals.usf DecalCommonOutput に渡す GBufferData の初期化 + Engine\Shaders\BasePassPixelShader.usf ++ FPixelShaderInOut_MainPS #if USES_GBUFFER に囲まれている Out.MRT[] の追加分の要素に出力したい値を入れる ++ PIXELSHADEROUTPUT_MRT* 追加した分のGバッファを使用するか定義を追加 #if GBUFFER_HAS_VELOCITY 内に #define PIXELSHADEROUTPUT_MRT7 (USES_GBUFFER && (!SELECTIVE_BASEPASS_OUTPUTS || !MATERIAL_SHADINGMODEL_UNLIT)) #else //WRITES_VELOCITY_TO_GBUFFER 内に #define PIXELSHADEROUTPUT_MRT6 (USES_GBUFFER && (!SELECTIVE_BASEPASS_OUTPUTS || !MATERIAL_SHADINGMODEL_UNLIT)) #define PIXELSHADEROUTPUT_MRT7 (USES_GBUFFER && (!SELECTIVE_BASEPASS_OUTPUTS || !MATERIAL_SHADINGMODEL_UNLIT)) + PostProcessMaterialのSceneTextureにGバッファを追加する ++ Engine\Shaders\MaterialTemplate.usf +++ SceneTextureLookup PPI_StoredSpecular の後に追加したGバッファ分を追記 // PPI_CellA case 27: return ScreenSpaceData.GBuffer.CellA; ++ Engine\Source\Runtime\Engine\Classes\Materials\MaterialExpressionSceneTexture.h PPI_StoredSpecular UMETA(DisplayName="Specular (as stored in GBuffer)"), の下に追加したGバッファ分を追記 PPI_CellA UMETA(DisplayName="CellA (as stored in GBuffer)"), + Engine\Source\Runtime\Engine\Private\Materials\HLSLMaterialTranslator.h ++ void UseSceneTextureId(...) const bool bNeedsGBuffer = SceneTextureId == PPI_DiffuseColor にGバッファ追加分を追加 || SceneTextureId == PPI_CellA |