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:
@@ -0,0 +1,48 @@
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// -------------------------------------------------------------------------
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// 4. 坐标计算与边界检查
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// -------------------------------------------------------------------------
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// DispatchThreadID 从 0 开始,代表在调度区域内的偏移量。
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// 我们将其加上 UpdateRegionParam.xy (Min.X, Min.Y) 得到全局像素坐标。
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int2 PixelCoord = DispatchThreadID.xy + int2(UpdateRegionParam.x, UpdateRegionParam.y);
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// 边界检查:检查是否超出 UpdateRegionParam.zw (Max.X, Max.Y)
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if (PixelCoord.x < UpdateRegionParam.x || PixelCoord.x >= UpdateRegionParam.z ||
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PixelCoord.y < UpdateRegionParam.y || PixelCoord.y >= UpdateRegionParam.w)
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{
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// 虽然我们调度时已经只调度了需要的区域,但为了安全起见,保留检查。
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// 理论上,如果 C++ 端调度正确,这个检查应该很少触发。
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return;
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}
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// -------------------------------------------------------------------------
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// 5. 变形计算逻辑 (与之前相同)
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// -------------------------------------------------------------------------
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// 从输入纹理读取位置
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// Load 需要 int3,第三个分量 (MipLevel) 设为 0
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float4 OriginalPos = InputTexture.Load(int3(PixelCoord, 0));
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// 计算到碰撞点的距离
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float dist = distance(OriginalPos.xyz, ImpactPoint);
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// 在变形半径内处理
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if (dist < DeformationRadius)
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{
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// 计算变形衰减 (高斯衰减)
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float falloff = exp(-(dist * dist) / (2.0 * DeformationRadius * DeformationRadius));
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// 计算变形量 (考虑法线方向)
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float3 deformation = ImpactNormal * ImpactForce * falloff * 0.01;
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// 应用塑性变形
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float3 newPos = OriginalPos.xyz + deformation * Plasticity;
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// 写入新位置
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OutputTexture[PixelCoord] = float4(newPos, OriginalPos.w);
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}
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else
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{
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// 保持原位置
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OutputTexture[PixelCoord] = OriginalPos;
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}
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@@ -2,6 +2,8 @@
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<s:String x:Key="/Default/CodeInspection/ExcludedFiles/FilesAndFoldersToSkip2/=7020124F_002D9FFC_002D4AC3_002D8F3D_002DAAB8E0240759_002Ff_003AGajuzad_002Easm_002Fl_003AC_0021_003FUsers_003Fstarm_003FAppData_003FLocal_003FTemp_003FSandboxFiles_003FXexaveh_003FGajuzad_002Easm/@EntryIndexedValue">ForceIncluded</s:String>
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<s:String x:Key="/Default/CodeInspection/ExcludedFiles/FilesAndFoldersToSkip2/=7020124F_002D9FFC_002D4AC3_002D8F3D_002DAAB8E0240759_002Ff_003AJicekul_002Easm_002Fl_003AC_0021_003FUsers_003Fstarm_003FAppData_003FLocal_003FTemp_003FSandboxFiles_003FLeqybub_003FJicekul_002Easm/@EntryIndexedValue">ForceIncluded</s:String>
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<s:String x:Key="/Default/CodeInspection/ExcludedFiles/FilesAndFoldersToSkip2/=7020124F_002D9FFC_002D4AC3_002D8F3D_002DAAB8E0240759_002Ff_003AKozymuq_002Easm_002Fl_003AC_0021_003FUsers_003Fstarm_003FAppData_003FLocal_003FTemp_003FSandboxFiles_003FXijafub_003FKozymuq_002Easm/@EntryIndexedValue">ForceIncluded</s:String>
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<s:String x:Key="/Default/CodeInspection/ExcludedFiles/FilesAndFoldersToSkip2/=7020124F_002D9FFC_002D4AC3_002D8F3D_002DAAB8E0240759_002Ff_003AQywyveb_002Easm_002Fl_003AC_0021_003FUsers_003Fstarm_003FAppData_003FLocal_003FTemp_003FSandboxFiles_003FLewiwys_003FQywyveb_002Easm/@EntryIndexedValue">ForceIncluded</s:String>
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<s:String x:Key="/Default/CodeInspection/ExcludedFiles/FilesAndFoldersToSkip2/=7020124F_002D9FFC_002D4AC3_002D8F3D_002DAAB8E0240759_002Ff_003ATemuhyh_002Easm_002Fl_003AC_0021_003FUsers_003Fstarm_003FAppData_003FLocal_003FTemp_003FSandboxFiles_003FCyfibag_003FTemuhyh_002Easm/@EntryIndexedValue">ForceIncluded</s:String>
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<s:String x:Key="/Default/CodeInspection/ExcludedFiles/FilesAndFoldersToSkip2/=7020124F_002D9FFC_002D4AC3_002D8F3D_002DAAB8E0240759_002Ff_003AWorujoq_002Easm_002Fl_003AC_0021_003FUsers_003Fstarm_003FAppData_003FLocal_003FTemp_003FSandboxFiles_003FJakoqel_003FWorujoq_002Easm/@EntryIndexedValue">ForceIncluded</s:String>
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<s:String x:Key="/Default/CodeInspection/ExcludedFiles/FilesAndFoldersToSkip2/=7020124F_002D9FFC_002D4AC3_002D8F3D_002DAAB8E0240759_002Ff_003AZilegoz_002Easm_002Fl_003AC_0021_003FUsers_003Fstarm_003FAppData_003FLocal_003FTemp_003FSandboxFiles_003FZucifip_003FZilegoz_002Easm/@EntryIndexedValue">ForceIncluded</s:String></wpf:ResourceDictionary>
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@@ -0,0 +1,24 @@
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{
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"FileVersion": 3,
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"Version": 1,
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"VersionName": "1.0",
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"FriendlyName": "MiceShaders",
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"Description": "",
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"Category": "Other",
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"CreatedBy": "",
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"CreatedByURL": "",
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"DocsURL": "",
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"MarketplaceURL": "",
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"SupportURL": "",
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"CanContainContent": true,
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"IsBetaVersion": false,
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"IsExperimentalVersion": false,
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"Installed": false,
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"Modules": [
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{
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"Name": "MiceShaders",
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"Type": "Runtime",
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"LoadingPhase": "PostConfigInit"
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}
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]
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}
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@@ -0,0 +1,91 @@
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// DeformationCS.usf
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#include "/Engine/Public/Platform.ush"
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// -----------------------------------------------------------------------------
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// 1. 输入输出定义
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// -----------------------------------------------------------------------------
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// 必须与 C++ 的 SHADER_PARAMETER_RDG_TEXTURE_SRV 匹配
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Texture2D<float4> InputTexture;
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// 必须与 C++ 的 SHADER_PARAMETER_RDG_TEXTURE_UAV 匹配
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RWTexture2D<float4> OutputTexture;
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// -----------------------------------------------------------------------------
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// 2. 参数缓冲区 (必须与 C++ FParameters 结构体严格匹配)
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// -----------------------------------------------------------------------------
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cbuffer Parameters
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{
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float3 ImpactPoint;
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float ImpactForce;
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float3 ImpactNormal;
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float DeformationRadius;
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float Plasticity;
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int3 TextureSize;
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// 修正后的参数:对应 C++ 的 FIntVector4 UpdateRegionParam
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// 分量顺序: (Min.X, Min.Y, Max.X, Max.Y)
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int4 UpdateRegionParam;
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};
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// -----------------------------------------------------------------------------
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// 3. 线程组大小和入口点
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// -----------------------------------------------------------------------------
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#define THREADGROUP_SIZE_X 8
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#define THREADGROUP_SIZE_Y 8
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[numthreads(THREADGROUP_SIZE_X, THREADGROUP_SIZE_Y, 1)]
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void MainCompute( // 注意: 建议使用 MainCompute,如果 C++ 注册的是 MainCompute
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uint3 GroupID : SV_GroupID,
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uint3 GroupThreadID : SV_GroupThreadID,
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uint3 DispatchThreadID : SV_DispatchThreadID // 全局线程 ID
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)
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{
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// -------------------------------------------------------------------------
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// 4. 坐标计算与边界检查
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// -------------------------------------------------------------------------
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// DispatchThreadID 从 0 开始,代表在调度区域内的偏移量。
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// 我们将其加上 UpdateRegionParam.xy (Min.X, Min.Y) 得到全局像素坐标。
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int2 PixelCoord = DispatchThreadID.xy + int2(UpdateRegionParam.x, UpdateRegionParam.y);
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// 边界检查:检查是否超出 UpdateRegionParam.zw (Max.X, Max.Y)
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if (PixelCoord.x < UpdateRegionParam.x || PixelCoord.x >= UpdateRegionParam.z ||
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PixelCoord.y < UpdateRegionParam.y || PixelCoord.y >= UpdateRegionParam.w)
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{
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// 虽然我们调度时已经只调度了需要的区域,但为了安全起见,保留检查。
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// 理论上,如果 C++ 端调度正确,这个检查应该很少触发。
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return;
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}
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// -------------------------------------------------------------------------
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// 5. 变形计算逻辑 (与之前相同)
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// -------------------------------------------------------------------------
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// 从输入纹理读取位置
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// Load 需要 int3,第三个分量 (MipLevel) 设为 0
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float4 OriginalPos = InputTexture.Load(int3(PixelCoord, 0));
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// 计算到碰撞点的距离
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float dist = distance(OriginalPos.xyz, ImpactPoint);
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// 在变形半径内处理
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if (dist < DeformationRadius)
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{
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// 计算变形衰减 (高斯衰减)
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float falloff = exp(-(dist * dist) / (2.0 * DeformationRadius * DeformationRadius));
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// 计算变形量 (考虑法线方向)
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float3 deformation = ImpactNormal * ImpactForce * falloff * 0.01;
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// 应用塑性变形
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float3 newPos = OriginalPos.xyz + deformation * Plasticity;
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// 写入新位置
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OutputTexture[PixelCoord] = float4(newPos, OriginalPos.w);
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}
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else
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{
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// 保持原位置
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OutputTexture[PixelCoord] = OriginalPos;
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}
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}
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@@ -0,0 +1,56 @@
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// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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public class MiceShaders : ModuleRules
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{
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public MiceShaders(ReadOnlyTargetRules Target) : base(Target)
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{
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PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
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PublicIncludePaths.AddRange(
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new string[] {
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// ... add public include paths required here ...
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"MiceShaders/Public"
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}
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);
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PrivateIncludePaths.AddRange(
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new string[] {
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// ... add other private include paths required here ...
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"MiceShaders/Private"
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}
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);
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PublicDependencyModuleNames.AddRange(
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new string[]
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{
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"Core",
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// ... add other public dependencies that you statically link with here ...
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"RenderCore",
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"RHI",
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}
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);
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PrivateDependencyModuleNames.AddRange(
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new string[]
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{
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"CoreUObject",
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"Engine",
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"Projects"
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// ... add private dependencies that you statically link with here ...
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}
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);
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DynamicallyLoadedModuleNames.AddRange(
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new string[]
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{
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// ... add any modules that your module loads dynamically here ...
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}
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);
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}
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}
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+1
-1
@@ -12,7 +12,7 @@
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FThreadSafeDeformationParams GDeformationParams;
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// 实现Compute Shader
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IMPLEMENT_GLOBAL_SHADER(FDeformComputeShader, "/Engine/Private/MiceCola/DeformationCS.usf", "MainCompute", SF_Compute);
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IMPLEMENT_GLOBAL_SHADER(FDeformComputeShader, "/MiceShaders/Shaders/Private/DeformationCS.usf", "MainCompute", SF_Compute);
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// 线程安全参数管理
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void FThreadSafeDeformationParams::AddParams(const FDeformationCSDispatchParams& NewParams)
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@@ -0,0 +1,24 @@
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "MiceShaders.h"
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#include "Interfaces/IPluginManager.h"
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#define LOCTEXT_NAMESPACE "FMiceShadersModule"
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void FMiceShadersModule::StartupModule()
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{
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// This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module
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FString PluginShaderDir = FPaths::Combine(IPluginManager::Get().FindPlugin(TEXT("MiceShaders"))->GetBaseDir(), TEXT("Shaders"));
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AddShaderSourceDirectoryMapping(TEXT("/MiceShaders/Shaders"), PluginShaderDir);
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}
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void FMiceShadersModule::ShutdownModule()
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{
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// This function may be called during shutdown to clean up your module. For modules that support dynamic reloading,
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// we call this function before unloading the module.
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}
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#undef LOCTEXT_NAMESPACE
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IMPLEMENT_MODULE(FMiceShadersModule, MiceShaders)
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+12
-13
@@ -5,7 +5,7 @@
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#include "RenderGraphUtils.h" // 必须包含
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// Compute Shader参数结构体
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struct FDeformationCSDispatchParams
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struct MICESHADERS_API FDeformationCSDispatchParams
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{
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// 碰撞参数
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FVector ImpactPoint;
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@@ -47,7 +47,7 @@ extern FThreadSafeDeformationParams GDeformationParams;
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// DeformationCS.h (续)
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// Compute Shader类
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class FDeformComputeShader : public FGlobalShader
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class MICESHADERS_API FDeformComputeShader : public FGlobalShader
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{
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DECLARE_GLOBAL_SHADER(FDeformComputeShader);
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SHADER_USE_PARAMETER_STRUCT(FDeformComputeShader, FGlobalShader);
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@@ -59,14 +59,13 @@ class FDeformComputeShader : public FGlobalShader
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SHADER_PARAMETER(FVector3f, ImpactNormal)
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SHADER_PARAMETER(float, DeformationRadius)
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SHADER_PARAMETER(float, Plasticity)
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// 更新区域
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SHADER_PARAMETER(FIntVector, TextureSize)
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SHADER_PARAMETER(FIntVector4, UpdateRegionParam)
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// 纹理参数
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SHADER_PARAMETER_RDG_TEXTURE_SRV(Texture2D, InputTexture)
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SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D<float4>, OutputTexture)
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// 更新区域
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SHADER_PARAMETER(FIntVector, TextureSize)
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SHADER_PARAMETER(FIntVector4, UpdateRegionParam)
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END_SHADER_PARAMETER_STRUCT()
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static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
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@@ -74,13 +73,13 @@ class FDeformComputeShader : public FGlobalShader
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return GetMaxSupportedFeatureLevel(Parameters.Platform) >= ERHIFeatureLevel::SM5;
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}
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// 2. ✨ 修复 Precache 错误的关键:实现 ShouldPrecachePermutation
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// 我们告诉引擎:在开发模式下,请始终预缓存这个着色器。
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static EShaderPermutationPrecacheRequest ShouldPrecachePermutation(const FGlobalShaderPermutationParameters& Parameters)
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{
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// 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。
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return EShaderPermutationPrecacheRequest::Precached;
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}
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// // 2. ✨ 修复 Precache 错误的关键:实现 ShouldPrecachePermutation
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// // 我们告诉引擎:在开发模式下,请始终预缓存这个着色器。
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// static EShaderPermutationPrecacheRequest ShouldPrecachePermutation(const FGlobalShaderPermutationParameters& Parameters)
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// {
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// // 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。
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// return EShaderPermutationPrecacheRequest::Precached;
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// }
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static bool ShouldCache(EShaderPlatform Platform)
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@@ -0,0 +1,14 @@
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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Modules/ModuleManager.h"
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class FMiceShadersModule : public IModuleInterface
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{
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public:
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/** IModuleInterface implementation */
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virtual void StartupModule() override;
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virtual void ShutdownModule() override;
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};
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@@ -23,7 +23,8 @@ public class BladeSmith : ModuleRules
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"PhysicsCore",
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"AudioExtensions",
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"AudioMixer",
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"AudioPlatformConfiguration"
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"AudioPlatformConfiguration",
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"MiceShaders"
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});
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}
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