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自学教程:C++ GetPixelShader函数代码示例

51自学网 2021-06-01 21:12:48
  C++
这篇教程C++ GetPixelShader函数代码示例写得很实用,希望能帮到您。

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27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,


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,


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,


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,


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,


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,


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,


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,


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,


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,


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,


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,


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,


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,


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,


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,


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,


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,


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,


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,


示例21: SetParameters

	void SetParameters(const FRenderingCompositePassContext& Context, float PixelKernelSize)	{		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());						{			FTextureRHIParamRef TextureRHI = GWhiteTexture->TextureRHI;			if(GEngine->DefaultBokehTexture)			{				FTextureResource* Resource = GEngine->DefaultBokehTexture->Resource;				if(Resource && Resource->TextureRHI)				{					TextureRHI = Resource->TextureRHI;				}			}			if(Context.View.FinalPostProcessSettings.LensFlareBokehShape)			{				FTextureResource* Resource = Context.View.FinalPostProcessSettings.LensFlareBokehShape->Resource;				if(Resource && Resource->TextureRHI)				{					TextureRHI = Resource->TextureRHI;				}			}			SetTextureParameter(Context.RHICmdList, ShaderRHI, LensTexture, LensTextureSampler, TStaticSamplerState<SF_Bilinear, AM_Border, AM_Border, AM_Clamp>::GetRHI(), TextureRHI);		}	}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:34,


示例22: SetParameters

	/** Sets shader parameter values */	void SetParameters(		FRHICommandList& RHICmdList, FSamplerStateRHIParamRef SamplerStateRHI, FTextureRHIParamRef FilterTextureRHI, FTextureRHIParamRef AdditiveTextureRHI, 		const FLinearColor* SampleWeightValues, const FVector2D* SampleOffsetValues, uint32 NumSamples )	{		check(CompileTimeNumSamples == 0 && NumSamples > 0 && NumSamples <= MAX_FILTER_SAMPLES || CompileTimeNumSamples == NumSamples);		const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();		SetTextureParameter(RHICmdList, ShaderRHI, FilterTexture, FilterTextureSampler, SamplerStateRHI, FilterTextureRHI);		SetTextureParameter(RHICmdList, ShaderRHI, AdditiveTexture, AdditiveTextureSampler, SamplerStateRHI, AdditiveTextureRHI);		SetShaderValueArray(RHICmdList, ShaderRHI, SampleWeights, SampleWeightValues, NumSamples);		if (CompileTimeNumSamples == 0)		{			// we needs additional setups for the dynamic loop			FVector4 PackedSampleOffsetsValues[MAX_PACKED_SAMPLES_OFFSET];			for(uint32 SampleIndex = 0;SampleIndex < NumSamples;SampleIndex += 2)			{				PackedSampleOffsetsValues[SampleIndex / 2].X = SampleOffsetValues[SampleIndex + 0].X;				PackedSampleOffsetsValues[SampleIndex / 2].Y = SampleOffsetValues[SampleIndex + 0].Y;				if(SampleIndex + 1 < NumSamples)				{					PackedSampleOffsetsValues[SampleIndex / 2].W = SampleOffsetValues[SampleIndex + 1].X;					PackedSampleOffsetsValues[SampleIndex / 2].Z = SampleOffsetValues[SampleIndex + 1].Y;				}			}			SetShaderValueArray(RHICmdList, ShaderRHI, SampleOffsets, PackedSampleOffsetsValues, MAX_PACKED_SAMPLES_OFFSET);			SetShaderValue(RHICmdList, ShaderRHI, SampleCount, NumSamples);		}	}
开发者ID:dineshone,项目名称:UnrealGameEngine,代码行数:32,


示例23: 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,


示例24: UnbindBuffers

    void UnbindBuffers(FRHICommandList& RHICmdList)    {        // TODO: Is this necessary here?        FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();#if LPV_VOLUME_TEXTURE        for ( int i=0; i<7; i++ )        {            if ( LpvBufferSRVParameters[i].IsBound() )            {                RHICmdList.SetShaderTexture(ShaderRHI, LpvBufferSRVParameters[i].GetBaseIndex(), FTextureRHIParamRef());            }        }#else        if ( InLpvBuffer.IsBound() ) RHICmdList.SetShaderResourceViewParameter( ShaderRHI, InLpvBuffer.GetBaseIndex(), FShaderResourceViewRHIParamRef() );#endif#if LPV_GV_VOLUME_TEXTURE        for ( int i=0; i<3; i++ )        {            if ( GvBufferSRVParameters[i].IsBound() )            {                RHICmdList.SetShaderTexture(ShaderRHI, GvBufferSRVParameters[i].GetBaseIndex(), FTextureRHIParamRef());            }        }#else        if ( InGvBuffer.IsBound() ) RHICmdList.SetShaderResourceViewParameter( ShaderRHI, InGvBuffer.GetBaseIndex(), FShaderResourceViewRHIParamRef() );#endif    }
开发者ID:xiangyuan,项目名称:Unreal4,代码行数:28,


示例25: SetParameters

	void SetParameters(const FRenderingCompositePassContext& Context, IPooledRenderTarget& DistortionRT)	{		const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();		FTextureRHIParamRef DistortionTextureValue = DistortionRT.GetRenderTargetItem().ShaderResourceTexture;		FTextureRHIParamRef SceneColorTextureValue = GSceneRenderTargets.GetSceneColor()->GetRenderTargetItem().ShaderResourceTexture;		// Here we use SF_Point as in fullscreen the pixels are 1:1 mapped.		SetTextureParameter(			Context.RHICmdList,			ShaderRHI,			DistortionTexture,			DistortionTextureSampler,			TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI(),			DistortionTextureValue			);		SetTextureParameter(			Context.RHICmdList,			ShaderRHI,			SceneColorTexture,			SceneColorTextureSampler,			TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI(),			SceneColorTextureValue			);		FIntPoint SceneBufferSize = GSceneRenderTargets.GetBufferSizeXY();		FIntRect ViewportRect = Context.GetViewport();		FVector4 SceneColorRectValue = FVector4((float)ViewportRect.Min.X/SceneBufferSize.X,												(float)ViewportRect.Min.Y/SceneBufferSize.Y,												(float)ViewportRect.Max.X/SceneBufferSize.X,												(float)ViewportRect.Max.Y/SceneBufferSize.Y);		SetShaderValue(Context.RHICmdList, ShaderRHI, SceneColorRect, SceneColorRectValue);	}
开发者ID:kidaa,项目名称:UnrealEngineVR,代码行数:34,


示例26: 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());	}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:8,


示例27: SetParameters

	/** Sets shader parameter values */	void SetParameters(FRHICommandList& RHICmdList, FSamplerStateRHIParamRef SamplerStateRHI, FTextureRHIParamRef FilterTextureRHI, FTextureRHIParamRef AdditiveTextureRHI, const FLinearColor* SampleWeightValues)	{		const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();		SetTextureParameter(RHICmdList, ShaderRHI, FilterTexture, FilterTextureSampler, SamplerStateRHI, FilterTextureRHI);		SetTextureParameter(RHICmdList, ShaderRHI, AdditiveTexture, AdditiveTextureSampler, SamplerStateRHI, AdditiveTextureRHI);		SetShaderValueArray(RHICmdList, ShaderRHI, SampleWeights, SampleWeightValues, NumSamples);	}
开发者ID:xiangyuan,项目名称:Unreal4,代码行数:9,



注:本文中的GetPixelShader函数示例整理自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。


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