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
 
                    
                     
                    
                 
                    
                 
 
                
            
         
         浙公网安备 33010602011771号
浙公网安备 33010602011771号