/*============================================================================= LightMapDensityShader.hlsl: Shader for rendering lightmap density as a color Copyright 1998-2010 Epic Games, Inc. All Rights Reserved. =============================================================================*/ #define NEEDS_LIGHTMAP_COORDINATE (TEXTURE_LIGHTMAP || SIMPLE_TEXTURE_LIGHTMAP) #include "Common.usf" #include "Material.usf" #include "VertexFactory.usf" /*============================================================================= Vertex Shader =============================================================================*/ void MainVertexShader( FVertexFactoryInput Input, out FVertexFactoryInterpolants FactoryInterpolants, out float4 WorldPosition : TEXCOORD6, out float4 Position : SV_Position ) { FVertexFactoryIntermediates VFIntermediates = GetVertexFactoryIntermediates(Input); WorldPosition = VertexFactoryGetWorldPosition(Input, VFIntermediates); float3x3 TangentBasis = VertexFactoryGetTangentBasis(Input, VFIntermediates); FMaterialVertexParameters VertexParameters = GetMaterialVertexParameters(Input, VFIntermediates, WorldPosition.xyz, TangentBasis); WorldPosition.xyz += GetMaterialWorldPositionOffset(VertexParameters); Position = MulMatrix(ViewProjectionMatrix, WorldPosition); FactoryInterpolants = VertexFactoryGetInterpolants(Input, VFIntermediates); } /*============================================================================= Pixel Shader =============================================================================*/ float4 LightMapDensityParameters; float2 LightMapResolutionScale; /** * Tagging built vs. unbuilt lighting on objects. * x = 1.0, y = 0.0 for built lighting * x = 0.0, y = 1.0 for unbuilt lighting * z = 1.0 if the object is selected */ float3 BuiltLightingAndSelectedFlags; /** * X = scalar to multiply density against... * Y = scalar to multiply calculatated color against... * So, to enable greyscale density mode - set X != 0, Y = 0 * Standard color mode - set X = 0, Y = 1 * Z = texture lightmap scalar * Set to 1.0 if texture mapped to leave texture mapped colors alone. * Set to 0.0 if vertex mapped * W = vertex lightmap scalar * Set to 0.0 if texture mapped * Set to 1.0 if vertex mapped */ float4 LightMapDensityDisplayOptions; /** * The color to apply to vertex mapped objects */ float4 VertexMappedColor; /** * The color to apply to selected objects */ float4 DensitySelectedColor; /** The 'Grid' texture to show resolution */ SAMPLER2D(GridTexture); /** The 'Grid' texture normal map texture */ SAMPLER2D(GridNormalTexture); /** * The 'main' for the PixelShader */ void MainPixelShader( FVertexFactoryInterpolants FactoryInterpolants, float4 WorldPosition : TEXCOORD6, OPTIONAL_FacingSign OPTIONAL_PixelShaderScreenPosition out float4 OutColor : SV_Target0 ) { FMaterialPixelParameters MaterialParameters = GetMaterialPixelParameters( FactoryInterpolants ); CalcMaterialParameters(MaterialParameters, FacingSign, float4(0,0,1,0), float4(0,0,.00001f,1)); GetMaterialClipping(MaterialParameters, PixelShaderScreenPosition.xy); float2 LightMapUV; #if TEXTURE_LIGHTMAP || SIMPLE_TEXTURE_LIGHTMAP LightMapUV = GetLightMapCoordinate(FactoryInterpolants); #else //#if TEXTURE_LIGHTMAP || SIMPLE_TEXTURE_LIGHTMAP LightMapUV = float2(0.1,0.1); #endif //#if TEXTURE_LIGHTMAP || SIMPLE_TEXTURE_LIGHTMAP // Area of parallelogram, in world space units. float WorldSpaceArea = length( cross( ddx(WorldPosition.xyz), ddy(WorldPosition.xyz) ) ); WorldSpaceArea = max( WorldSpaceArea, 0.00000001f ); float MinDensity = LightMapDensityParameters.y; float IdealDensity = LightMapDensityParameters.z; float MaxDensity = LightMapDensityParameters.w; float Density = MinDensity; float2 TexCoord = LightMapUV * (LightMapResolutionScale.xy * 2.0); // In texels float2 A = ddx(TexCoord); float2 B = ddy(TexCoord); float2 C = A.xy * B.yx; // Area of parallelogram, in texels. float TexelArea = abs( C.x - C.y ); Density = TexelArea / WorldSpaceArea; // Clamp the density to the max Density = min( Density, MaxDensity ); float4 TintColor; float4 TintGrayScale; if ( Density > IdealDensity ) { float Range = MaxDensity - IdealDensity; Density -= IdealDensity; TintColor = RETURN_COLOR( float4( Density/Range, (Range-Density)/Range, 0.0f, 1.0f ) ); } else { float Range = IdealDensity - MinDensity; Density -= MinDensity; TintColor = RETURN_COLOR( float4( 0.0f, Density/Range, (Range-Density)/Range, 1.0f ) ) ; } float GrayScaleRange = MaxDensity - MinDensity; TintGrayScale = RETURN_COLOR(float4(Density/GrayScaleRange,Density/GrayScaleRange,Density/GrayScaleRange,1.0f)); // Disable the color tinting if the option is set TintColor *= LightMapDensityDisplayOptions.y; // Enable 'grayscale' mode if desired TintColor += (TintGrayScale * LightMapDensityDisplayOptions.x); TintColor *= BuiltLightingAndSelectedFlags.x; TintColor += BuiltLightingAndSelectedFlags.yyyy; // Override the coloring if vertex mapped TintColor *= LightMapDensityDisplayOptions.z; TintColor += (VertexMappedColor * LightMapDensityDisplayOptions.w); // Override the coloring if selected... TintColor *= (1.0f - BuiltLightingAndSelectedFlags.z); TintColor += (DensitySelectedColor * BuiltLightingAndSelectedFlags.z); LightMapUV *= LightMapResolutionScale.xy; OutColor = tex2D(GridTexture,LightMapUV) * TintColor; }