ue 后效里宏的设置
shader model以外的宏的设置
static inline void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
OutEnvironment.SetDefine(TEXT("THREADGROUPSIZE_X"), ThreadGroupSizeX);
OutEnvironment.SetDefine(TEXT("THREADGROUPSIZE_Y"), ThreadGroupSizeY);
OutEnvironment.SetDefine(TEXT("THREADGROUPSIZE_Z"), ThreadGroupSizeZ);
OutEnvironment.SetDefine(TEXT("SRC_TYPE"), uint32(SrcType));
OutEnvironment.SetDefine(TEXT("DST_TYPE"), uint32(DstType));
switch (ValueType)
{
case ECopyTextureValueType::Float:
switch (NumChannels)
{
case 1: OutEnvironment.SetDefine(TEXT("VALUE_TYPE"), TEXT("float")); break;
case 2: OutEnvironment.SetDefine(TEXT("VALUE_TYPE"), TEXT("float2")); break;
case 3: OutEnvironment.SetDefine(TEXT("VALUE_TYPE"), TEXT("float3")); break;
case 4: OutEnvironment.SetDefine(TEXT("VALUE_TYPE"), TEXT("float4")); break;
}
break;
case ECopyTextureValueType::Int32:
switch (NumChannels)
{
case 1: OutEnvironment.SetDefine(TEXT("VALUE_TYPE"), TEXT("int")); break;
case 2: OutEnvironment.SetDefine(TEXT("VALUE_TYPE"), TEXT("int2")); break;
case 3: OutEnvironment.SetDefine(TEXT("VALUE_TYPE"), TEXT("int3")); break;
case 4: OutEnvironment.SetDefine(TEXT("VALUE_TYPE"), TEXT("int4")); break;
}
break;
case ECopyTextureValueType::Uint32:
switch (NumChannels)
{
case 1: OutEnvironment.SetDefine(TEXT("VALUE_TYPE"), TEXT("uint")); break;
case 2: OutEnvironment.SetDefine(TEXT("VALUE_TYPE"), TEXT("uint2")); break;
case 3: OutEnvironment.SetDefine(TEXT("VALUE_TYPE"), TEXT("uint3")); break;
case 4: OutEnvironment.SetDefine(TEXT("VALUE_TYPE"), TEXT("uint4")); break;
}
break;
}
}
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
CA_SUPPRESS(6313);
OutEnvironment.SetDefine(TEXT("ES2_USE_BLOOM"), (UseSunBloom & 1) ? (uint32)1 : (uint32)0);
OutEnvironment.SetDefine(TEXT("ES2_USE_SUN"), (UseSunBloom >> 1) ? (uint32)1 : (uint32)0);
}
开都可以这么开
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
这个函数还没理解好 有待理解
这是用的时候 usf里
1
[numthreads(THREADGROUPSIZE_X, THREADGROUPSIZE_Y, THREADGROUPSIZE_Z)]
2
#elif DST_TYPE == 2
RWTexture3D <VALUE_TYPE> DstResource;
#define DST_ADDR(p,o) ((p).xyz + (o).xyz)
#endif
3
#if ES2_USE_BLOOM
#endif
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