Merge remote-tracking branch 'origin/master' into 1.11
# Conflicts: # Content/Editor/DebugMaterials/DDGIDebugProbes.flax # Source/Editor/Windows/OutputLogWindow.cs # Source/Engine/Level/Actor.cpp
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@@ -27,6 +27,7 @@ TextureCube EnvProbe : register(t__SRV__);
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TextureCube SkyLightTexture : register(t__SRV__);
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Buffer<float4> ShadowsBuffer : register(t__SRV__);
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Texture2D<float> ShadowMap : register(t__SRV__);
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Texture3D VolumetricFogTexture : register(t__SRV__);
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@4// Forward Shading: Utilities
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// Public accessors for lighting data, use them as data binding might change but those methods will remain.
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LightData GetDirectionalLight() { return DirectionalLight; }
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@@ -153,6 +154,18 @@ void PS_Forward(
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// Calculate exponential height fog
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float4 fog = GetExponentialHeightFog(ExponentialHeightFog, materialInput.WorldPosition, ViewPos, 0, gBuffer.ViewPos.z);
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if (ExponentialHeightFog.VolumetricFogMaxDistance > 0)
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{
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// Sample volumetric fog and mix it in
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float2 screenUV = materialInput.SvPosition.xy * ScreenSize.zw;
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float3 viewVector = materialInput.WorldPosition - ViewPos;
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float sceneDepth = length(viewVector);
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float depthSlice = sceneDepth / ExponentialHeightFog.VolumetricFogMaxDistance;
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float3 volumeUV = float3(screenUV, depthSlice);
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float4 volumetricFog = VolumetricFogTexture.SampleLevel(SamplerLinearClamp, volumeUV, 0);
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fog = CombineVolumetricFog(fog, volumetricFog);
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}
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// Apply fog to the output color
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#if MATERIAL_BLEND == MATERIAL_BLEND_OPAQUE
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output = float4(output.rgb * fog.a + fog.rgb, output.a);
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@@ -645,7 +645,7 @@ VertexOutput VS_Ribbon(RibbonInput input, uint vertexIndex : SV_VertexID)
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materialInput.TBN = output.TBN;
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materialInput.TwoSidedSign = 1;
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materialInput.SvPosition = output.Position;
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materialInput.PreSkinnedPosition = Position;
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materialInput.PreSkinnedPosition = position;
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materialInput.PreSkinnedNormal = tangentToLocal[2].xyz;
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materialInput.InstanceOrigin = output.InstanceOrigin;
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materialInput.InstanceParams = output.InstanceParams;
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