Refactor engine shaders folder to have better organization

This commit is contained in:
2026-08-26 12:59:23 +02:00
parent 70155516c3
commit 14df537817
231 changed files with 409 additions and 407 deletions
+29 -28
View File
@@ -6,7 +6,7 @@
#include "Engine/Core/Collections/Sorting.h"
#include "Engine/Core/Config/BuildSettings.h"
#include "Engine/Core/Config/GameSettings.h"
#include "Engine/Renderer/ReflectionsPass.h"
#include "Engine/Renderer/Reflections/ReflectionsPass.h"
#include "Engine/Renderer/AntiAliasing/SMAA.h"
#include "Engine/Engine/Globals.h"
#include "Editor/Cooker/PlatformTools.h"
@@ -383,37 +383,38 @@ bool DeployDataStep::Perform(CookingData& data)
GameCooker::DeployFiles();
// Register engine in-build assets
data.AddRootEngineAsset(TEXT("Shaders/AtmospherePreCompute"));
data.AddRootEngineAsset(TEXT("Shaders/ColorGrading"));
data.AddRootEngineAsset(TEXT("Shaders/DebugDraw"));
data.AddRootEngineAsset(TEXT("Shaders/DepthOfField"));
data.AddRootEngineAsset(TEXT("Shaders/EyeAdaptation"));
data.AddRootEngineAsset(TEXT("Shaders/Fog"));
data.AddRootEngineAsset(TEXT("Shaders/AntiAliasing/CAS"));
data.AddRootEngineAsset(TEXT("Shaders/AntiAliasing/FXAA"));
data.AddRootEngineAsset(TEXT("Shaders/AntiAliasing/SMAA"));
data.AddRootEngineAsset(TEXT("Shaders/AntiAliasing/TAA"));
data.AddRootEngineAsset(TEXT("Shaders/GI/DDGI"));
data.AddRootEngineAsset(TEXT("Shaders/GI/GlobalSurfaceAtlas"));
data.AddRootEngineAsset(TEXT("Shaders/Lighting/AtmospherePreCompute"));
data.AddRootEngineAsset(TEXT("Shaders/Lighting/Fog"));
data.AddRootEngineAsset(TEXT("Shaders/Lighting/Lights"));
data.AddRootEngineAsset(TEXT("Shaders/Lighting/Sky"));
data.AddRootEngineAsset(TEXT("Shaders/Lighting/SSAO"));
data.AddRootEngineAsset(TEXT("Shaders/Lighting/VolumetricFog"));
data.AddRootEngineAsset(TEXT("Shaders/PostFX/ColorGrading"));
data.AddRootEngineAsset(TEXT("Shaders/PostFX/DepthOfField"));
data.AddRootEngineAsset(TEXT("Shaders/PostFX/EyeAdaptation"));
data.AddRootEngineAsset(TEXT("Shaders/PostFX/Histogram"));
data.AddRootEngineAsset(TEXT("Shaders/PostFX/MotionBlur"));
data.AddRootEngineAsset(TEXT("Shaders/PostFX/PostProcessing"));
data.AddRootEngineAsset(TEXT("Shaders/Reflections/ProbesFilter"));
data.AddRootEngineAsset(TEXT("Shaders/Reflections/Reflections"));
data.AddRootEngineAsset(TEXT("Shaders/Reflections/SSR"));
data.AddRootEngineAsset(TEXT("Shaders/Shadows/Shadows"));
data.AddRootEngineAsset(TEXT("Shaders/Utils/BitonicSort"));
//data.AddRootEngineAsset(TEXT("Shaders/Utils/DebugDraw")); // TODO: debug draw in dev-builds
data.AddRootEngineAsset(TEXT("Shaders/Utils/GlobalSignDistanceField"));
data.AddRootEngineAsset(TEXT("Shaders/Utils/GPUParticlesSorting"));
data.AddRootEngineAsset(TEXT("Shaders/Utils/MultiScaler"));
data.AddRootEngineAsset(TEXT("Shaders/Utils/SDF"));
data.AddRootEngineAsset(TEXT("Shaders/Forward"));
data.AddRootEngineAsset(TEXT("Shaders/FXAA"));
data.AddRootEngineAsset(TEXT("Shaders/TAA"));
data.AddRootEngineAsset(TEXT("Shaders/SMAA"));
data.AddRootEngineAsset(TEXT("Shaders/GBuffer"));
data.AddRootEngineAsset(TEXT("Shaders/GUI"));
data.AddRootEngineAsset(TEXT("Shaders/Histogram"));
data.AddRootEngineAsset(TEXT("Shaders/Lights"));
data.AddRootEngineAsset(TEXT("Shaders/MultiScaler"));
data.AddRootEngineAsset(TEXT("Shaders/ProbesFilter"));
data.AddRootEngineAsset(TEXT("Shaders/PostProcessing"));
data.AddRootEngineAsset(TEXT("Shaders/MotionBlur"));
data.AddRootEngineAsset(TEXT("Shaders/BitonicSort"));
data.AddRootEngineAsset(TEXT("Shaders/GPUParticlesSorting"));
data.AddRootEngineAsset(TEXT("Shaders/GlobalSignDistanceField"));
data.AddRootEngineAsset(TEXT("Shaders/GI/GlobalSurfaceAtlas"));
data.AddRootEngineAsset(TEXT("Shaders/GI/DDGI"));
data.AddRootEngineAsset(TEXT("Shaders/Quad"));
data.AddRootEngineAsset(TEXT("Shaders/Reflections"));
data.AddRootEngineAsset(TEXT("Shaders/Shadows"));
data.AddRootEngineAsset(TEXT("Shaders/Sky"));
data.AddRootEngineAsset(TEXT("Shaders/SSAO"));
data.AddRootEngineAsset(TEXT("Shaders/SSR"));
data.AddRootEngineAsset(TEXT("Shaders/SDF"));
data.AddRootEngineAsset(TEXT("Shaders/VolumetricFog"));
if (data.Configuration != BuildConfiguration::Release)
{
data.AddRootEngineAsset(TEXT("Shaders/Editor/LightmapUVsDensity"));