调通usf调用,将usf输出添加到材质。但是现在usf正式算法的输出值无法产生形变
This commit is contained in:
@@ -23,7 +23,8 @@ public class BladeSmith : ModuleRules
|
||||
"PhysicsCore",
|
||||
"AudioExtensions",
|
||||
"AudioMixer",
|
||||
"AudioPlatformConfiguration"
|
||||
"AudioPlatformConfiguration",
|
||||
"MiceShaders"
|
||||
});
|
||||
|
||||
}
|
||||
|
||||
@@ -1,34 +0,0 @@
|
||||
#include "FDeformComputeShader.h"
|
||||
#include "GlobalShader.h"
|
||||
#include "ShaderParameterStruct.h"
|
||||
#include "RHIStaticStates.h"
|
||||
#include "Shader.h"
|
||||
#include "GlobalShader.h"
|
||||
#include "RHICommandList.h"
|
||||
#include "RHIResources.h"
|
||||
#include "ShaderParameterUtils.h"
|
||||
|
||||
// 全局参数存储
|
||||
FThreadSafeDeformationParams GDeformationParams;
|
||||
|
||||
// 实现Compute Shader
|
||||
IMPLEMENT_GLOBAL_SHADER(FDeformComputeShader, "/Engine/Private/MiceCola/DeformationCS.usf", "MainCompute", SF_Compute);
|
||||
|
||||
// 线程安全参数管理
|
||||
void FThreadSafeDeformationParams::AddParams(const FDeformationCSDispatchParams& NewParams)
|
||||
{
|
||||
FScopeLock Lock(&ParamsCriticalSection);
|
||||
PendingParams.Add(NewParams);
|
||||
}
|
||||
|
||||
bool FThreadSafeDeformationParams::ConsumeParams(FDeformationCSDispatchParams& OutParams)
|
||||
{
|
||||
FScopeLock Lock(&ParamsCriticalSection);
|
||||
if (PendingParams.Num() > 0)
|
||||
{
|
||||
OutParams = PendingParams[0];
|
||||
PendingParams.RemoveAt(0);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
@@ -1,104 +0,0 @@
|
||||
#pragma once
|
||||
#include "CoreMinimal.h"
|
||||
#include "GlobalShader.h"
|
||||
#include "ShaderParameterStruct.h"
|
||||
#include "RenderGraphUtils.h" // 必须包含
|
||||
|
||||
// Compute Shader参数结构体
|
||||
struct FDeformationCSDispatchParams
|
||||
{
|
||||
// 碰撞参数
|
||||
FVector ImpactPoint;
|
||||
FVector ImpactNormal;
|
||||
float ImpactForce;
|
||||
float DeformationRadius;
|
||||
float Plasticity;
|
||||
|
||||
// 纹理资源
|
||||
FTextureRHIRef InputTexture;
|
||||
FUnorderedAccessViewRHIRef OutputTexture;
|
||||
|
||||
// 更新区域 (优化部分更新)
|
||||
FIntRect UpdateRegion;
|
||||
|
||||
// 纹理尺寸
|
||||
FIntVector TextureSize;
|
||||
|
||||
FDeformationCSDispatchParams() : ImpactPoint(0,0,0),
|
||||
ImpactNormal(0,0,0),
|
||||
ImpactForce(0.0f),
|
||||
DeformationRadius(10.0f),
|
||||
Plasticity(0.7f),
|
||||
TextureSize(FIntVector::ZeroValue)
|
||||
{
|
||||
}
|
||||
};
|
||||
// 支持多实例的线程安全参数
|
||||
struct FThreadSafeDeformationParams
|
||||
{
|
||||
FCriticalSection ParamsCriticalSection;
|
||||
TArray<FDeformationCSDispatchParams> PendingParams;
|
||||
|
||||
void AddParams(const FDeformationCSDispatchParams& NewParams);
|
||||
bool ConsumeParams(FDeformationCSDispatchParams& OutParams);
|
||||
};
|
||||
// 全局参数存储
|
||||
extern FThreadSafeDeformationParams GDeformationParams;
|
||||
|
||||
// DeformationCS.h (续)
|
||||
// Compute Shader类
|
||||
class FDeformComputeShader : public FGlobalShader
|
||||
{
|
||||
DECLARE_GLOBAL_SHADER(FDeformComputeShader);
|
||||
SHADER_USE_PARAMETER_STRUCT(FDeformComputeShader, FGlobalShader);
|
||||
|
||||
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
|
||||
// 碰撞参数
|
||||
SHADER_PARAMETER(FVector3f, ImpactPoint)
|
||||
SHADER_PARAMETER(float, ImpactForce)
|
||||
SHADER_PARAMETER(FVector3f, ImpactNormal)
|
||||
SHADER_PARAMETER(float, DeformationRadius)
|
||||
SHADER_PARAMETER(float, Plasticity)
|
||||
|
||||
// 纹理参数
|
||||
SHADER_PARAMETER_RDG_TEXTURE_SRV(Texture2D, InputTexture)
|
||||
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D<float4>, OutputTexture)
|
||||
|
||||
// 更新区域
|
||||
SHADER_PARAMETER(FIntVector, TextureSize)
|
||||
SHADER_PARAMETER(FIntVector4, UpdateRegionParam)
|
||||
END_SHADER_PARAMETER_STRUCT()
|
||||
|
||||
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
|
||||
{
|
||||
return GetMaxSupportedFeatureLevel(Parameters.Platform) >= ERHIFeatureLevel::SM5;
|
||||
}
|
||||
|
||||
// 2. ✨ 修复 Precache 错误的关键:实现 ShouldPrecachePermutation
|
||||
// 我们告诉引擎:在开发模式下,请始终预缓存这个着色器。
|
||||
static EShaderPermutationPrecacheRequest ShouldPrecachePermutation(const FGlobalShaderPermutationParameters& Parameters)
|
||||
{
|
||||
// 如果你的着色器没有使用任何模板或标志,只需返回 E_DEVELOPMENT 或 E_ALL。
|
||||
return EShaderPermutationPrecacheRequest::Precached;
|
||||
}
|
||||
|
||||
|
||||
static bool ShouldCache(EShaderPlatform Platform)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
// (假设你的 .usf 文件中线程组大小为 8x8x1)
|
||||
static FIntVector GetGroupSize()
|
||||
{
|
||||
return FIntVector(8, 8, 1);
|
||||
}
|
||||
|
||||
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
|
||||
{
|
||||
FGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
|
||||
OutEnvironment.SetDefine(TEXT("THREADGROUP_SIZE_X"), 8);
|
||||
OutEnvironment.SetDefine(TEXT("THREADGROUP_SIZE_Y"), 8);
|
||||
}
|
||||
|
||||
};
|
||||
Reference in New Issue
Block a user