Buckets:
| /*============================================================================= | |
| ShadowDepthPixelShader.hlsl: Pixel shader for writing shadow depth. | |
| Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. | |
| =============================================================================*/ | |
| float InvMaxSubjectDepth; | |
| float DepthBias; | |
| void Main( | |
| FVertexFactoryInterpolants Interpolants, | |
| in float4 ShadowPosition : TEXCOORD7, | |
| OPTIONAL_FacingSign | |
| out float4 OutColor : COLOR0, | |
| out float OutDepth : DEPTH | |
| ) | |
| { | |
| FMaterialParameters MaterialParameters = GetMaterialParameters(Interpolants); | |
| CalcMaterialParameters(MaterialParameters, FacingSign, float3(0,0,1), float4(0,0,0,1)); | |
| //GetMaterialClipping(MaterialParameters); | |
| ShadowPosition.z *= InvMaxSubjectDepth; | |
| ShadowPosition.z += DepthBias; | |
| ShadowPosition.z = GetMaterialMask(MaterialParameters) > 0 ? ShadowPosition.z : 100.0f; | |
| OutDepth = saturate(ShadowPosition.z); | |
| // RETURN_COLOR not needed unless writing to SceneColor; | |
| OutColor = saturate(ShadowPosition.z); | |
| } | |
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