——姑且可以理解为,UAV是支持读写的Buffer or 纹理,SRV只读,对应CS中加RW和不加RW前缀的Buffer or Texture类型。其实U3D中一直在用,只不过UE里操作粒度更细更底层,C++中直接暴露出来了 SHADER_PARAMETER_UAV ——SHADER_PARAMETER_UAV内部声明了一个FRHIUnorderedAccessVie
SHADER_PARAMETER_RDG_BUFFER、SHADER_PARAMETER_RDG_BUFFER_ARRAY 添加渲染图形跟踪缓冲区 SHADER_PARAMETER_RDG_BUFFER_SRV、SHADER_PARAMETER_RDG_BUFFER_SRV_ARRAY 为渲染图形跟踪缓冲区添加着色器资源视图 SHADER_PARAMETER_RDG_BUFFER_UAV、SHADER_PARAMETER_RDG_BUFFER_UAV_ARRAY 为渲染图跟踪缓冲区添加无序访问视图 ...
{DECLARE_EXPORTED_SHADER_TYPE(FRasterizeToRectsVS, Global, RENDERCORE_API);SHADER_USE_PARAMETER_STRUCT(FRasterizeToRectsVS, FGlobalShader);BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )SHADER_PARAMETER_RDG_BUFFER_SRV(Buffer<uint4>, RectCoordBuffer)SHADER_PARAMETER_RDG_BUFFER_SRV(Buffer<float4>, Rec...
constFMaterial& Material,constFUniformExpressionCache* UniformExpressionCache)const;#endif// 分配的参数Uniform Buffer.LAYOUT_FIELD(TMemoryImageArray<FShaderUniformBufferParameter>, ParameterCollectionUniformBuffers);// 材质的着色
// 尝试返回匹配指定类型的自动绑定的Uniform Buffer, 如果不存在则返回未绑定的. template<typename UniformBufferStructType> const TShaderUniformBufferParameter<UniformBufferStructType>& GetUniformBufferParameter() const; const FShaderUniformBufferParameter& GetUniformBufferParameter(const FShaderParametersMetadata* ...
("RaytracingTestCopyToRT"))); FRDGTexture *OutputRDGTexture = GraphBuilder->RegisterExternalTexture(CreateRenderTarget(mShaderOutputTexture, TEXT("RaytracingTestOutputRT"))); FRHIRayTracingScene *RHIScene = mCachedParams.Scene->GetRHIRayTracingScene(); FRDGBufferSRVRef layerView = mCachedParams....
在BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )与END_SHADER_PARAMETER_STRUCT()之间即为我们声明的 shader 参数,声明的格式参考:SHADER_PARAMETER_RDG_BUFFER_SRV(类型,shader中的名称) UE中支持的与HLSL一一对应的结构如下 /UEHLSL float float int int FVector3f float3 FVector4f float4 FMatrix44f float4x4...
DECLARE_GLOBAL_SHADER(FMySimpleComputeShader);SHADER_USE_PARAMETER_STRUCT(FMySimpleComputeShader,FGlobalShader);BEGIN_SHADER_PARAMETER_STRUCT(FParameters,)//开始定义SHADER_PARAMETER_RDG_BUFFER_SRV(Buffer<int>,Input)SHADER_PARAMETER_RDG_BUFFER_UAV(RWBuffer<int>,Output)END_SHADER_PARAMETER_STRUCT()//结束...
_RDG_TEXTURE_SRV(TextureCube,SourceCubemapTexture)SHADER_PARAMETER_SAMPLER(SamplerState,SourceCubemapSampler)SHADER_PARAMETER(FVector2f,SvPositionToUVScale)SHADER_PARAMETER(int32,CubeFace)SHADER_PARAMETER(int32,MipIndex)SHADER_PARAMETER(int32,NumMips)RENDER_TARGET_BINDING_SLOTS()END_SHADER_PARAMETER_...
SHADER_PARAMETER_RDG_BUFFER(ShaderType,MemberName) #define SHADER_PARAMETER_RDG_BUFFER_SRV(ShaderType,MemberName) #define SHADER_PARAMETER_RDG_BUFFER_SRV_ARRAY(ShaderType,MemberName, ArrayDecl) #define SHADER_PARAMETER_RDG_BUFFER_UAV(ShaderType,MemberName) #define SHADER_PARAMETER_RDG_BUFFER_UAV(...