Assignment 1
This commit is contained in:
parent
0933d7d4ba
commit
612121b563
8
Assignment 1/Config/DefaultEditor.ini
Normal file
8
Assignment 1/Config/DefaultEditor.ini
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
[UnrealEd.SimpleMap]
|
||||||
|
SimpleMapName=/Game/FirstPersonBP/Maps/FirstPersonExampleMap
|
||||||
|
|
||||||
|
[EditoronlyBP]
|
||||||
|
bAllowClassAndBlueprintPinMatching=true
|
||||||
|
bReplaceBlueprintWithClass= true
|
||||||
|
bDontLoadBlueprintOutsideEditor= true
|
||||||
|
bBlueprintIsNotBlueprintType= true
|
@ -0,0 +1,2 @@
|
|||||||
|
[ContentBrowser]
|
||||||
|
ContentBrowserTab1.SelectedPaths=/Game/FirstPersonBP
|
62
Assignment 1/Config/DefaultEngine.ini
Normal file
62
Assignment 1/Config/DefaultEngine.ini
Normal file
@ -0,0 +1,62 @@
|
|||||||
|
[/Script/Engine.CollisionProfile]
|
||||||
|
+Profiles=(Name="Projectile",CollisionEnabled=QueryOnly,ObjectTypeName="Projectile",CustomResponses=,HelpMessage="Preset for projectiles",bCanModify=True)
|
||||||
|
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,Name="Projectile",DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False)
|
||||||
|
+EditProfiles=(Name="Trigger",CustomResponses=((Channel=Projectile, Response=ECR_Ignore)))
|
||||||
|
|
||||||
|
[/Script/EngineSettings.GameMapsSettings]
|
||||||
|
EditorStartupMap=/Game/Maps/BP_Comms.BP_Comms
|
||||||
|
LocalMapOptions=
|
||||||
|
TransitionMap=
|
||||||
|
bUseSplitscreen=True
|
||||||
|
TwoPlayerSplitscreenLayout=Horizontal
|
||||||
|
ThreePlayerSplitscreenLayout=FavorTop
|
||||||
|
GameInstanceClass=/Script/Engine.GameInstance
|
||||||
|
GameDefaultMap=/Game/Maps/BP_Comms.BP_Comms
|
||||||
|
ServerDefaultMap=/Engine/Maps/Entry
|
||||||
|
GlobalDefaultGameMode=/Game/Blueprints/BP_SCD_GameMode.BP_SCD_GameMode_C
|
||||||
|
GlobalDefaultServerGameMode=None
|
||||||
|
|
||||||
|
[/Script/IOSRuntimeSettings.IOSRuntimeSettings]
|
||||||
|
MinimumiOSVersion=IOS_14
|
||||||
|
|
||||||
|
[/Script/Engine.RendererSettings]
|
||||||
|
r.ReflectionMethod=1
|
||||||
|
r.GenerateMeshDistanceFields=True
|
||||||
|
r.DynamicGlobalIlluminationMethod=1
|
||||||
|
r.Mobile.EnableNoPrecomputedLightingCSMShader=1
|
||||||
|
|
||||||
|
|
||||||
|
r.Shadow.Virtual.Enable=1
|
||||||
|
r.DefaultFeature.AutoExposure=False
|
||||||
|
r.DefaultFeature.AutoExposure.Method=2
|
||||||
|
r.DefaultFeature.AutoExposure.Bias=1.000000
|
||||||
|
r.Lumen.TraceMeshSDFs=1
|
||||||
|
r.RayTracing=False
|
||||||
|
|
||||||
|
[/Script/HardwareTargeting.HardwareTargetingSettings]
|
||||||
|
TargetedHardwareClass=Desktop
|
||||||
|
AppliedTargetedHardwareClass=Desktop
|
||||||
|
DefaultGraphicsPerformance=Maximum
|
||||||
|
AppliedDefaultGraphicsPerformance=Maximum
|
||||||
|
|
||||||
|
[/Script/WindowsTargetPlatform.WindowsTargetSettings]
|
||||||
|
DefaultGraphicsRHI=DefaultGraphicsRHI_DX12
|
||||||
|
|
||||||
|
[/Script/Engine.Engine]
|
||||||
|
+ActiveGameNameRedirects=(OldGameName="TP_FirstPersonBP",NewGameName="/Script/SCD2_AS1_UE5_Starter")
|
||||||
|
+ActiveGameNameRedirects=(OldGameName="/Script/TP_FirstPersonBP",NewGameName="/Script/SCD2_AS1_UE5_Starter")
|
||||||
|
|
||||||
|
[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings]
|
||||||
|
bEnablePlugin=True
|
||||||
|
bAllowNetworkConnection=True
|
||||||
|
SecurityToken=9234AC2748DD9A816C73F79CE4FEBFBD
|
||||||
|
bIncludeInShipping=False
|
||||||
|
bAllowExternalStartInShipping=False
|
||||||
|
bCompileAFSProject=False
|
||||||
|
bUseCompression=False
|
||||||
|
bLogFiles=False
|
||||||
|
bReportStats=False
|
||||||
|
ConnectionType=USBOnly
|
||||||
|
bUseManualIPAddress=False
|
||||||
|
ManualIPAddress=
|
||||||
|
|
5
Assignment 1/Config/DefaultGame.ini
Normal file
5
Assignment 1/Config/DefaultGame.ini
Normal file
@ -0,0 +1,5 @@
|
|||||||
|
[/Script/EngineSettings.GeneralProjectSettings]
|
||||||
|
ProjectID=76D85BCF4E62D881CD74E8857FBDD605
|
||||||
|
ProjectName=First Person BP Game Template
|
||||||
|
Description=2209 Starter
|
||||||
|
|
134
Assignment 1/Config/DefaultInput.ini
Normal file
134
Assignment 1/Config/DefaultInput.ini
Normal file
@ -0,0 +1,134 @@
|
|||||||
|
[/Script/Engine.InputSettings]
|
||||||
|
-AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
|
||||||
|
-AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
|
||||||
|
-AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
|
||||||
|
-AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
|
||||||
|
-AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f))
|
||||||
|
-AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f))
|
||||||
|
-AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f))
|
||||||
|
+AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="MouseWheelAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="Gamepad_LeftTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="Gamepad_RightTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="Gamepad_Special_Left_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="Gamepad_Special_Left_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="Vive_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="Vive_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="Vive_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="Vive_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="Vive_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="Vive_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="MixedReality_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="MixedReality_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="OculusTouch_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="OculusTouch_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="OculusTouch_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="OculusTouch_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="ValveIndex_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Touch",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="ValveIndex_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="OculusTouch_Left_FaceButton1",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="OculusTouch_Left_Trigger",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="OculusTouch_Left_FaceButton2",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="OculusTouch_Left_IndexPointing",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="OculusTouch_Left_ThumbUp",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="OculusTouch_Left_ThumbRest",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="OculusTouch_Right_FaceButton1",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="OculusTouch_Right_Trigger",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="OculusTouch_Right_FaceButton2",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="OculusTouch_Right_IndexPointing",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="OculusTouch_Right_ThumbUp",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="OculusTouch_Right_ThumbRest",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="OculusHand_Left_ThumbPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="OculusHand_Left_IndexPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="OculusHand_Left_MiddlePinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="OculusHand_Left_RingPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="OculusHand_Left_PinkPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="OculusHand_Right_ThumbPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="OculusHand_Right_IndexPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="OculusHand_Right_MiddlePinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="OculusHand_Right_RingPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="OculusHand_Right_PinkPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="Cosmos_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="Cosmos_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="Cosmos_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="Cosmos_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="Cosmos_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="Cosmos_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="Cosmos_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
+AxisConfig=(AxisKeyName="Cosmos_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
|
||||||
|
bAltEnterTogglesFullscreen=True
|
||||||
|
bF11TogglesFullscreen=True
|
||||||
|
bUseMouseForTouch=False
|
||||||
|
bEnableMouseSmoothing=True
|
||||||
|
bEnableFOVScaling=True
|
||||||
|
bCaptureMouseOnLaunch=True
|
||||||
|
bEnableLegacyInputScales=True
|
||||||
|
bAlwaysShowTouchInterface=False
|
||||||
|
bShowConsoleOnFourFingerTap=True
|
||||||
|
bEnableGestureRecognizer=False
|
||||||
|
bUseAutocorrect=False
|
||||||
|
DefaultViewportMouseCaptureMode=CapturePermanently_IncludingInitialMouseDown
|
||||||
|
DefaultViewportMouseLockMode=LockOnCapture
|
||||||
|
FOVScale=0.011110
|
||||||
|
DoubleClickTime=0.200000
|
||||||
|
+ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=SpaceBar)
|
||||||
|
+ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_FaceButton_Bottom)
|
||||||
|
+ActionMappings=(ActionName="PrimaryAction",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=LeftMouseButton)
|
||||||
|
+ActionMappings=(ActionName="PrimaryAction",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_RightTrigger)
|
||||||
|
+ActionMappings=(ActionName="PrimaryAction",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=None)
|
||||||
|
+ActionMappings=(ActionName="Interact",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=E)
|
||||||
|
+AxisMappings=(AxisName="Move Forward / Backward",Scale=1.000000,Key=W)
|
||||||
|
+AxisMappings=(AxisName="Move Forward / Backward",Scale=-1.000000,Key=S)
|
||||||
|
+AxisMappings=(AxisName="Move Forward / Backward",Scale=1.000000,Key=Up)
|
||||||
|
+AxisMappings=(AxisName="Move Forward / Backward",Scale=-1.000000,Key=Down)
|
||||||
|
+AxisMappings=(AxisName="Move Forward / Backward",Scale=1.000000,Key=Gamepad_LeftY)
|
||||||
|
+AxisMappings=(AxisName="Move Right / Left",Scale=-1.000000,Key=A)
|
||||||
|
+AxisMappings=(AxisName="Move Right / Left",Scale=1.000000,Key=D)
|
||||||
|
+AxisMappings=(AxisName="Move Right / Left",Scale=1.000000,Key=Gamepad_LeftX)
|
||||||
|
+AxisMappings=(AxisName="Turn Right / Left Gamepad",Scale=1.000000,Key=Gamepad_RightX)
|
||||||
|
+AxisMappings=(AxisName="Turn Right / Left Gamepad",Scale=-1.000000,Key=Left)
|
||||||
|
+AxisMappings=(AxisName="Turn Right / Left Gamepad",Scale=1.000000,Key=Right)
|
||||||
|
+AxisMappings=(AxisName="Turn Right / Left Mouse",Scale=1.000000,Key=MouseX)
|
||||||
|
+AxisMappings=(AxisName="Look Up / Down Gamepad",Scale=1.000000,Key=Gamepad_RightY)
|
||||||
|
+AxisMappings=(AxisName="Look Up / Down Mouse",Scale=-1.000000,Key=MouseY)
|
||||||
|
DefaultPlayerInputClass=/Script/Engine.PlayerInput
|
||||||
|
DefaultInputComponentClass=/Script/Engine.InputComponent
|
||||||
|
DefaultTouchInterface=/Engine/MobileResources/HUD/DefaultVirtualJoysticks.DefaultVirtualJoysticks
|
||||||
|
-ConsoleKeys=Tilde
|
||||||
|
+ConsoleKeys=Tilde
|
||||||
|
|
31
Assignment 1/Config/HoloLens/HoloLensEngine.ini
Normal file
31
Assignment 1/Config/HoloLens/HoloLensEngine.ini
Normal file
@ -0,0 +1,31 @@
|
|||||||
|
|
||||||
|
|
||||||
|
[/Script/HoloLensPlatformEditor.HoloLensTargetSettings]
|
||||||
|
bBuildForEmulation=False
|
||||||
|
bBuildForDevice=True
|
||||||
|
bUseNameForLogo=True
|
||||||
|
bBuildForRetailWindowsStore=False
|
||||||
|
bAutoIncrementVersion=False
|
||||||
|
bShouldCreateAppInstaller=False
|
||||||
|
AppInstallerInstallationURL=
|
||||||
|
HoursBetweenUpdateChecks=0
|
||||||
|
bEnablePIXProfiling=False
|
||||||
|
TileBackgroundColor=(B=64,G=0,R=0,A=255)
|
||||||
|
SplashScreenBackgroundColor=(B=64,G=0,R=0,A=255)
|
||||||
|
+PerCultureResources=(CultureId="",Strings=(PackageDisplayName="",PublisherDisplayName="",PackageDescription="",ApplicationDisplayName="",ApplicationDescription=""),Images=())
|
||||||
|
TargetDeviceFamily=Windows.Holographic
|
||||||
|
MinimumPlatformVersion=
|
||||||
|
MaximumPlatformVersionTested=10.0.18362.0
|
||||||
|
MaxTrianglesPerCubicMeter=500.000000
|
||||||
|
SpatialMeshingVolumeSize=20.000000
|
||||||
|
CompilerVersion=Default
|
||||||
|
Windows10SDKVersion=10.0.18362.0
|
||||||
|
+CapabilityList=internetClientServer
|
||||||
|
+CapabilityList=privateNetworkClientServer
|
||||||
|
+Uap2CapabilityList=spatialPerception
|
||||||
|
bSetDefaultCapabilities=False
|
||||||
|
SpatializationPlugin=
|
||||||
|
ReverbPlugin=
|
||||||
|
OcclusionPlugin=
|
||||||
|
SoundCueCookQualityIndex=-1
|
||||||
|
|
BIN
Assignment 1/Content/Blueprints/BP_ButtonPedestal.uasset
Normal file
BIN
Assignment 1/Content/Blueprints/BP_ButtonPedestal.uasset
Normal file
Binary file not shown.
BIN
Assignment 1/Content/Blueprints/BP_CompanionCube.uasset
Normal file
BIN
Assignment 1/Content/Blueprints/BP_CompanionCube.uasset
Normal file
Binary file not shown.
BIN
Assignment 1/Content/Blueprints/BP_CubeSpawner.uasset
Normal file
BIN
Assignment 1/Content/Blueprints/BP_CubeSpawner.uasset
Normal file
Binary file not shown.
BIN
Assignment 1/Content/Blueprints/BP_Door.uasset
Normal file
BIN
Assignment 1/Content/Blueprints/BP_Door.uasset
Normal file
Binary file not shown.
BIN
Assignment 1/Content/Blueprints/BP_OverlapPedestal.uasset
Normal file
BIN
Assignment 1/Content/Blueprints/BP_OverlapPedestal.uasset
Normal file
Binary file not shown.
BIN
Assignment 1/Content/Blueprints/BP_PedestalBase.uasset
Normal file
BIN
Assignment 1/Content/Blueprints/BP_PedestalBase.uasset
Normal file
Binary file not shown.
BIN
Assignment 1/Content/Blueprints/BP_PressurePad.uasset
Normal file
BIN
Assignment 1/Content/Blueprints/BP_PressurePad.uasset
Normal file
Binary file not shown.
BIN
Assignment 1/Content/Blueprints/BP_PressurePadPedestal.uasset
Normal file
BIN
Assignment 1/Content/Blueprints/BP_PressurePadPedestal.uasset
Normal file
Binary file not shown.
BIN
Assignment 1/Content/Blueprints/BP_SCD_Controller.uasset
Normal file
BIN
Assignment 1/Content/Blueprints/BP_SCD_Controller.uasset
Normal file
Binary file not shown.
BIN
Assignment 1/Content/Blueprints/BP_SCD_FPChar.uasset
Normal file
BIN
Assignment 1/Content/Blueprints/BP_SCD_FPChar.uasset
Normal file
Binary file not shown.
BIN
Assignment 1/Content/Blueprints/BP_SCD_GameMode.uasset
Normal file
BIN
Assignment 1/Content/Blueprints/BP_SCD_GameMode.uasset
Normal file
Binary file not shown.
BIN
Assignment 1/Content/Blueprints/i_Interactable.uasset
Normal file
BIN
Assignment 1/Content/Blueprints/i_Interactable.uasset
Normal file
Binary file not shown.
BIN
Assignment 1/Content/Maps/BP_Comms.umap
Normal file
BIN
Assignment 1/Content/Maps/BP_Comms.umap
Normal file
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
BIN
Assignment 1/Intermediate/CachedAssetRegistry.bin
Normal file
BIN
Assignment 1/Intermediate/CachedAssetRegistry.bin
Normal file
Binary file not shown.
@ -0,0 +1,3 @@
|
|||||||
|
[Internationalization]
|
||||||
|
ShouldUseLocalizedNumericInput=True
|
||||||
|
|
BIN
Assignment 1/Intermediate/ReimportCache/3688439234.bin
Normal file
BIN
Assignment 1/Intermediate/ReimportCache/3688439234.bin
Normal file
Binary file not shown.
@ -0,0 +1,236 @@
|
|||||||
|
// Copyright Epic Games, Inc. All Rights Reserved.
|
||||||
|
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#if FEATURE_LEVEL >= FEATURE_LEVEL_SM5
|
||||||
|
float SampleDeviceZFromSceneTexturesTempCopy(float2 UV)
|
||||||
|
{
|
||||||
|
return SceneDepthTexture.SampleLevel(SceneDepthTextureSampler, UV, 0).r;
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
void EncodeGBufferToMRT(inout FPixelShaderOut Out, FGBufferData GBuffer, float QuantizationBias)
|
||||||
|
{
|
||||||
|
float4 MrtFloat1 = 0.0f;
|
||||||
|
float4 MrtFloat2 = 0.0f;
|
||||||
|
uint4 MrtUint2 = 0;
|
||||||
|
float4 MrtFloat3 = 0.0f;
|
||||||
|
float4 MrtFloat4 = 0.0f;
|
||||||
|
float4 MrtFloat5 = 0.0f;
|
||||||
|
|
||||||
|
float3 WorldNormal_Compressed = EncodeNormalHelper(GBuffer.WorldNormal, 0.0f);
|
||||||
|
|
||||||
|
MrtFloat1.x = WorldNormal_Compressed.x;
|
||||||
|
MrtFloat1.y = WorldNormal_Compressed.y;
|
||||||
|
MrtFloat1.z = WorldNormal_Compressed.z;
|
||||||
|
MrtFloat1.w = GBuffer.PerObjectGBufferData.x;
|
||||||
|
MrtFloat2.x = GBuffer.Metallic.x;
|
||||||
|
MrtFloat2.y = GBuffer.Specular.x;
|
||||||
|
MrtFloat2.z = GBuffer.Roughness.x;
|
||||||
|
MrtUint2.w |= ((((GBuffer.ShadingModelID.x) >> 0) & 0x0f) << 0);
|
||||||
|
MrtUint2.w |= ((((GBuffer.SelectiveOutputMask.x) >> 0) & 0x0f) << 4);
|
||||||
|
MrtFloat3.x = GBuffer.BaseColor.x;
|
||||||
|
MrtFloat3.y = GBuffer.BaseColor.y;
|
||||||
|
MrtFloat3.z = GBuffer.BaseColor.z;
|
||||||
|
MrtFloat3.w = GBuffer.GenericAO.x;
|
||||||
|
MrtFloat5.x = GBuffer.PrecomputedShadowFactors.x;
|
||||||
|
MrtFloat5.y = GBuffer.PrecomputedShadowFactors.y;
|
||||||
|
MrtFloat5.z = GBuffer.PrecomputedShadowFactors.z;
|
||||||
|
MrtFloat5.w = GBuffer.PrecomputedShadowFactors.w;
|
||||||
|
MrtFloat4.x = GBuffer.CustomData.x;
|
||||||
|
MrtFloat4.y = GBuffer.CustomData.y;
|
||||||
|
MrtFloat4.z = GBuffer.CustomData.z;
|
||||||
|
MrtFloat4.w = GBuffer.CustomData.w;
|
||||||
|
|
||||||
|
Out.MRT[1] = MrtFloat1;
|
||||||
|
Out.MRT[2] = float4(MrtFloat2.x, MrtFloat2.y, MrtFloat2.z, (float(MrtUint2.w) + .5f) / 255.0f);
|
||||||
|
Out.MRT[3] = MrtFloat3;
|
||||||
|
Out.MRT[4] = MrtFloat4;
|
||||||
|
Out.MRT[5] = MrtFloat5;
|
||||||
|
Out.MRT[6] = float4(0.0f, 0.0f, 0.0f, 0.0f);
|
||||||
|
Out.MRT[7] = float4(0.0f, 0.0f, 0.0f, 0.0f);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
FGBufferData DecodeGBufferDataDirect(float4 InMRT1,
|
||||||
|
float4 InMRT2,
|
||||||
|
float4 InMRT3,
|
||||||
|
float4 InMRT4,
|
||||||
|
float4 InMRT5,
|
||||||
|
|
||||||
|
float CustomNativeDepth,
|
||||||
|
float4 AnisotropicData,
|
||||||
|
uint CustomStencil,
|
||||||
|
float SceneDepth,
|
||||||
|
bool bGetNormalizedNormal,
|
||||||
|
bool bChecker)
|
||||||
|
{
|
||||||
|
FGBufferData Ret = (FGBufferData)0;
|
||||||
|
float3 WorldNormal_Compressed = 0.0f;
|
||||||
|
WorldNormal_Compressed.x = InMRT1.x;
|
||||||
|
WorldNormal_Compressed.y = InMRT1.y;
|
||||||
|
WorldNormal_Compressed.z = InMRT1.z;
|
||||||
|
Ret.PerObjectGBufferData.x = InMRT1.w;
|
||||||
|
Ret.Metallic.x = InMRT2.x;
|
||||||
|
Ret.Specular.x = InMRT2.y;
|
||||||
|
Ret.Roughness.x = InMRT2.z;
|
||||||
|
Ret.ShadingModelID.x = (((uint((float(InMRT2.w) * 255.0f) + .5f) >> 0) & 0x0f) << 0);
|
||||||
|
Ret.SelectiveOutputMask.x = (((uint((float(InMRT2.w) * 255.0f) + .5f) >> 4) & 0x0f) << 0);
|
||||||
|
Ret.BaseColor.x = InMRT3.x;
|
||||||
|
Ret.BaseColor.y = InMRT3.y;
|
||||||
|
Ret.BaseColor.z = InMRT3.z;
|
||||||
|
Ret.GenericAO.x = InMRT3.w;
|
||||||
|
Ret.PrecomputedShadowFactors.x = InMRT5.x;
|
||||||
|
Ret.PrecomputedShadowFactors.y = InMRT5.y;
|
||||||
|
Ret.PrecomputedShadowFactors.z = InMRT5.z;
|
||||||
|
Ret.PrecomputedShadowFactors.w = InMRT5.w;
|
||||||
|
Ret.CustomData.x = InMRT4.x;
|
||||||
|
Ret.CustomData.y = InMRT4.y;
|
||||||
|
Ret.CustomData.z = InMRT4.z;
|
||||||
|
Ret.CustomData.w = InMRT4.w;
|
||||||
|
|
||||||
|
Ret.WorldNormal = DecodeNormalHelper(WorldNormal_Compressed);
|
||||||
|
Ret.WorldTangent = AnisotropicData.xyz;
|
||||||
|
Ret.Anisotropy = AnisotropicData.w;
|
||||||
|
|
||||||
|
GBufferPostDecode(Ret,bChecker,bGetNormalizedNormal);
|
||||||
|
|
||||||
|
Ret.CustomDepth = ConvertFromDeviceZ(CustomNativeDepth);
|
||||||
|
Ret.CustomStencil = CustomStencil;
|
||||||
|
Ret.Depth = SceneDepth;
|
||||||
|
|
||||||
|
|
||||||
|
return Ret;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
#if FEATURE_LEVEL >= FEATURE_LEVEL_SM5
|
||||||
|
|
||||||
|
// @param PixelPos relative to left top of the rendertarget (not viewport)
|
||||||
|
FGBufferData DecodeGBufferDataUV(float2 UV, bool bGetNormalizedNormal = true)
|
||||||
|
{
|
||||||
|
float CustomNativeDepth = Texture2DSampleLevel(SceneTexturesStruct.CustomDepthTexture, SceneTexturesStruct_CustomDepthTextureSampler, UV, 0).r;
|
||||||
|
uint CustomStencil = 0;
|
||||||
|
float SceneDepth = CalcSceneDepth(UV);
|
||||||
|
float4 AnisotropicData = Texture2DSampleLevel(SceneTexturesStruct.GBufferFTexture, SceneTexturesStruct_GBufferFTextureSampler, UV, 0).xyzw;
|
||||||
|
|
||||||
|
float4 InMRT1 = Texture2DSampleLevel(SceneTexturesStruct.GBufferATexture, SceneTexturesStruct_GBufferATextureSampler, UV, 0).xyzw;
|
||||||
|
float4 InMRT2 = Texture2DSampleLevel(SceneTexturesStruct.GBufferBTexture, SceneTexturesStruct_GBufferBTextureSampler, UV, 0).xyzw;
|
||||||
|
float4 InMRT3 = Texture2DSampleLevel(SceneTexturesStruct.GBufferCTexture, SceneTexturesStruct_GBufferCTextureSampler, UV, 0).xyzw;
|
||||||
|
float4 InMRT4 = Texture2DSampleLevel(SceneTexturesStruct.GBufferDTexture, SceneTexturesStruct_GBufferDTextureSampler, UV, 0).xyzw;
|
||||||
|
float4 InMRT5 = Texture2DSampleLevel(SceneTexturesStruct.GBufferETexture, SceneTexturesStruct_GBufferETextureSampler, UV, 0).xyzw;
|
||||||
|
|
||||||
|
FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
|
||||||
|
InMRT2,
|
||||||
|
InMRT3,
|
||||||
|
InMRT4,
|
||||||
|
InMRT5,
|
||||||
|
|
||||||
|
CustomNativeDepth,
|
||||||
|
AnisotropicData,
|
||||||
|
CustomStencil,
|
||||||
|
SceneDepth,
|
||||||
|
bGetNormalizedNormal,
|
||||||
|
CheckerFromSceneColorUV(UV));
|
||||||
|
|
||||||
|
return Ret;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// @param PixelPos relative to left top of the rendertarget (not viewport)
|
||||||
|
FGBufferData DecodeGBufferDataUint(uint2 PixelPos, bool bGetNormalizedNormal = true)
|
||||||
|
{
|
||||||
|
float CustomNativeDepth = SceneTexturesStruct.CustomDepthTexture.Load(int3(PixelPos, 0)).r;
|
||||||
|
uint CustomStencil = SceneTexturesStruct.CustomStencilTexture.Load(int3(PixelPos, 0)) STENCIL_COMPONENT_SWIZZLE;
|
||||||
|
float SceneDepth = CalcSceneDepth(PixelPos);
|
||||||
|
float4 AnisotropicData = SceneTexturesStruct.GBufferFTexture.Load(int3(PixelPos, 0)).xyzw;
|
||||||
|
|
||||||
|
float4 InMRT1 = SceneTexturesStruct.GBufferATexture.Load(int3(PixelPos, 0)).xyzw;
|
||||||
|
float4 InMRT2 = SceneTexturesStruct.GBufferBTexture.Load(int3(PixelPos, 0)).xyzw;
|
||||||
|
float4 InMRT3 = SceneTexturesStruct.GBufferCTexture.Load(int3(PixelPos, 0)).xyzw;
|
||||||
|
float4 InMRT4 = SceneTexturesStruct.GBufferDTexture.Load(int3(PixelPos, 0)).xyzw;
|
||||||
|
float4 InMRT5 = SceneTexturesStruct.GBufferETexture.Load(int3(PixelPos, 0)).xyzw;
|
||||||
|
|
||||||
|
FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
|
||||||
|
InMRT2,
|
||||||
|
InMRT3,
|
||||||
|
InMRT4,
|
||||||
|
InMRT5,
|
||||||
|
|
||||||
|
CustomNativeDepth,
|
||||||
|
AnisotropicData,
|
||||||
|
CustomStencil,
|
||||||
|
SceneDepth,
|
||||||
|
bGetNormalizedNormal,
|
||||||
|
CheckerFromPixelPos(PixelPos));
|
||||||
|
|
||||||
|
return Ret;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// @param PixelPos relative to left top of the rendertarget (not viewport)
|
||||||
|
FGBufferData DecodeGBufferDataSceneTextures(float2 UV, bool bGetNormalizedNormal = true)
|
||||||
|
{
|
||||||
|
uint CustomStencil = 0;
|
||||||
|
float CustomNativeDepth = 0;
|
||||||
|
float DeviceZ = SampleDeviceZFromSceneTexturesTempCopy(UV);
|
||||||
|
float SceneDepth = ConvertFromDeviceZ(DeviceZ);
|
||||||
|
float4 AnisotropicData = GBufferFTexture.SampleLevel(GBufferFTextureSampler, UV, 0).xyzw;
|
||||||
|
|
||||||
|
float4 InMRT1 = GBufferATexture.SampleLevel(GBufferATextureSampler, UV, 0).xyzw;
|
||||||
|
float4 InMRT2 = GBufferBTexture.SampleLevel(GBufferBTextureSampler, UV, 0).xyzw;
|
||||||
|
float4 InMRT3 = GBufferCTexture.SampleLevel(GBufferCTextureSampler, UV, 0).xyzw;
|
||||||
|
float4 InMRT4 = GBufferDTexture.SampleLevel(GBufferDTextureSampler, UV, 0).xyzw;
|
||||||
|
float4 InMRT5 = GBufferETexture.SampleLevel(GBufferETextureSampler, UV, 0).xyzw;
|
||||||
|
|
||||||
|
FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
|
||||||
|
InMRT2,
|
||||||
|
InMRT3,
|
||||||
|
InMRT4,
|
||||||
|
InMRT5,
|
||||||
|
|
||||||
|
CustomNativeDepth,
|
||||||
|
AnisotropicData,
|
||||||
|
CustomStencil,
|
||||||
|
SceneDepth,
|
||||||
|
bGetNormalizedNormal,
|
||||||
|
CheckerFromSceneColorUV(UV));
|
||||||
|
|
||||||
|
return Ret;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// @param PixelPos relative to left top of the rendertarget (not viewport)
|
||||||
|
FGBufferData DecodeGBufferDataSceneTexturesLoad(uint2 PixelCoord, bool bGetNormalizedNormal = true)
|
||||||
|
{
|
||||||
|
uint CustomStencil = 0;
|
||||||
|
float CustomNativeDepth = 0;
|
||||||
|
float DeviceZ = SceneDepthTexture.Load(int3(PixelCoord, 0)).r;
|
||||||
|
float SceneDepth = ConvertFromDeviceZ(DeviceZ);
|
||||||
|
float4 AnisotropicData = GBufferFTexture.Load(int3(PixelCoord, 0)).xyzw;
|
||||||
|
|
||||||
|
float4 InMRT1 = GBufferATexture.Load(int3(PixelCoord, 0)).xyzw;
|
||||||
|
float4 InMRT2 = GBufferBTexture.Load(int3(PixelCoord, 0)).xyzw;
|
||||||
|
float4 InMRT3 = GBufferCTexture.Load(int3(PixelCoord, 0)).xyzw;
|
||||||
|
float4 InMRT4 = GBufferDTexture.Load(int3(PixelCoord, 0)).xyzw;
|
||||||
|
float4 InMRT5 = GBufferETexture.Load(int3(PixelCoord, 0)).xyzw;
|
||||||
|
|
||||||
|
FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
|
||||||
|
InMRT2,
|
||||||
|
InMRT3,
|
||||||
|
InMRT4,
|
||||||
|
InMRT5,
|
||||||
|
|
||||||
|
CustomNativeDepth,
|
||||||
|
AnisotropicData,
|
||||||
|
CustomStencil,
|
||||||
|
SceneDepth,
|
||||||
|
bGetNormalizedNormal,
|
||||||
|
CheckerFromPixelPos(PixelCoord));
|
||||||
|
|
||||||
|
return Ret;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
#endif
|
||||||
|
|
@ -0,0 +1,237 @@
|
|||||||
|
// Copyright Epic Games, Inc. All Rights Reserved.
|
||||||
|
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#if FEATURE_LEVEL >= FEATURE_LEVEL_SM5
|
||||||
|
float SampleDeviceZFromSceneTexturesTempCopy(float2 UV)
|
||||||
|
{
|
||||||
|
return SceneDepthTexture.SampleLevel(SceneDepthTextureSampler, UV, 0).r;
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
void EncodeGBufferToMRT(inout FPixelShaderOut Out, FGBufferData GBuffer, float QuantizationBias)
|
||||||
|
{
|
||||||
|
float4 MrtFloat1 = 0.0f;
|
||||||
|
float4 MrtFloat2 = 0.0f;
|
||||||
|
uint4 MrtUint2 = 0;
|
||||||
|
float4 MrtFloat3 = 0.0f;
|
||||||
|
float4 MrtFloat4 = 0.0f;
|
||||||
|
float4 MrtFloat5 = 0.0f;
|
||||||
|
|
||||||
|
float3 WorldNormal_Compressed = EncodeNormalHelper(GBuffer.WorldNormal, 0.0f);
|
||||||
|
|
||||||
|
MrtFloat1.x = WorldNormal_Compressed.x;
|
||||||
|
MrtFloat1.y = WorldNormal_Compressed.y;
|
||||||
|
MrtFloat1.z = WorldNormal_Compressed.z;
|
||||||
|
MrtFloat1.w = GBuffer.PerObjectGBufferData.x;
|
||||||
|
MrtFloat2.x = GBuffer.Metallic.x;
|
||||||
|
MrtFloat2.y = GBuffer.Specular.x;
|
||||||
|
MrtFloat2.z = GBuffer.Roughness.x;
|
||||||
|
MrtUint2.w |= ((((GBuffer.ShadingModelID.x) >> 0) & 0x0f) << 0);
|
||||||
|
MrtUint2.w |= ((((GBuffer.SelectiveOutputMask.x) >> 0) & 0x0f) << 4);
|
||||||
|
MrtFloat3.x = GBuffer.BaseColor.x;
|
||||||
|
MrtFloat3.y = GBuffer.BaseColor.y;
|
||||||
|
MrtFloat3.z = GBuffer.BaseColor.z;
|
||||||
|
MrtFloat3.w = GBuffer.GenericAO.x;
|
||||||
|
MrtFloat5.x = GBuffer.PrecomputedShadowFactors.x;
|
||||||
|
MrtFloat5.y = GBuffer.PrecomputedShadowFactors.y;
|
||||||
|
MrtFloat5.z = GBuffer.PrecomputedShadowFactors.z;
|
||||||
|
MrtFloat5.w = GBuffer.PrecomputedShadowFactors.w;
|
||||||
|
MrtFloat4.x = GBuffer.CustomData.x;
|
||||||
|
MrtFloat4.y = GBuffer.CustomData.y;
|
||||||
|
MrtFloat4.z = GBuffer.CustomData.z;
|
||||||
|
MrtFloat4.w = GBuffer.CustomData.w;
|
||||||
|
|
||||||
|
Out.MRT[1] = MrtFloat1;
|
||||||
|
Out.MRT[2] = float4(MrtFloat2.x, MrtFloat2.y, MrtFloat2.z, (float(MrtUint2.w) + .5f) / 255.0f);
|
||||||
|
Out.MRT[3] = MrtFloat3;
|
||||||
|
Out.MRT[4] = MrtFloat4;
|
||||||
|
Out.MRT[5] = MrtFloat5;
|
||||||
|
Out.MRT[6] = float4(0.0f, 0.0f, 0.0f, 0.0f);
|
||||||
|
Out.MRT[7] = float4(0.0f, 0.0f, 0.0f, 0.0f);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
FGBufferData DecodeGBufferDataDirect(float4 InMRT1,
|
||||||
|
float4 InMRT2,
|
||||||
|
float4 InMRT3,
|
||||||
|
float4 InMRT4,
|
||||||
|
float4 InMRT5,
|
||||||
|
|
||||||
|
float CustomNativeDepth,
|
||||||
|
float4 AnisotropicData,
|
||||||
|
uint CustomStencil,
|
||||||
|
float SceneDepth,
|
||||||
|
bool bGetNormalizedNormal,
|
||||||
|
bool bChecker)
|
||||||
|
{
|
||||||
|
FGBufferData Ret = (FGBufferData)0;
|
||||||
|
float3 WorldNormal_Compressed = 0.0f;
|
||||||
|
WorldNormal_Compressed.x = InMRT1.x;
|
||||||
|
WorldNormal_Compressed.y = InMRT1.y;
|
||||||
|
WorldNormal_Compressed.z = InMRT1.z;
|
||||||
|
Ret.PerObjectGBufferData.x = InMRT1.w;
|
||||||
|
Ret.Metallic.x = InMRT2.x;
|
||||||
|
Ret.Specular.x = InMRT2.y;
|
||||||
|
Ret.Roughness.x = InMRT2.z;
|
||||||
|
Ret.ShadingModelID.x = (((uint((float(InMRT2.w) * 255.0f) + .5f) >> 0) & 0x0f) << 0);
|
||||||
|
Ret.SelectiveOutputMask.x = (((uint((float(InMRT2.w) * 255.0f) + .5f) >> 4) & 0x0f) << 0);
|
||||||
|
Ret.BaseColor.x = InMRT3.x;
|
||||||
|
Ret.BaseColor.y = InMRT3.y;
|
||||||
|
Ret.BaseColor.z = InMRT3.z;
|
||||||
|
Ret.GenericAO.x = InMRT3.w;
|
||||||
|
Ret.PrecomputedShadowFactors.x = InMRT5.x;
|
||||||
|
Ret.PrecomputedShadowFactors.y = InMRT5.y;
|
||||||
|
Ret.PrecomputedShadowFactors.z = InMRT5.z;
|
||||||
|
Ret.PrecomputedShadowFactors.w = InMRT5.w;
|
||||||
|
Ret.CustomData.x = InMRT4.x;
|
||||||
|
Ret.CustomData.y = InMRT4.y;
|
||||||
|
Ret.CustomData.z = InMRT4.z;
|
||||||
|
Ret.CustomData.w = InMRT4.w;
|
||||||
|
|
||||||
|
Ret.WorldNormal = DecodeNormalHelper(WorldNormal_Compressed);
|
||||||
|
Ret.WorldTangent = AnisotropicData.xyz;
|
||||||
|
Ret.Anisotropy = AnisotropicData.w;
|
||||||
|
|
||||||
|
GBufferPostDecode(Ret,bChecker,bGetNormalizedNormal);
|
||||||
|
|
||||||
|
Ret.CustomDepth = ConvertFromDeviceZ(CustomNativeDepth);
|
||||||
|
Ret.CustomStencil = CustomStencil;
|
||||||
|
Ret.Depth = SceneDepth;
|
||||||
|
|
||||||
|
|
||||||
|
return Ret;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
#if FEATURE_LEVEL >= FEATURE_LEVEL_SM5
|
||||||
|
|
||||||
|
// @param PixelPos relative to left top of the rendertarget (not viewport)
|
||||||
|
FGBufferData DecodeGBufferDataUV(float2 UV, bool bGetNormalizedNormal = true)
|
||||||
|
{
|
||||||
|
float CustomNativeDepth = Texture2DSampleLevel(SceneTexturesStruct.CustomDepthTexture, SceneTexturesStruct_CustomDepthTextureSampler, UV, 0).r;
|
||||||
|
int2 IntUV = (int2)trunc(UV * View.BufferSizeAndInvSize.xy);
|
||||||
|
uint CustomStencil = SceneTexturesStruct.CustomStencilTexture.Load(int3(IntUV, 0)) STENCIL_COMPONENT_SWIZZLE;
|
||||||
|
float SceneDepth = CalcSceneDepth(UV);
|
||||||
|
float4 AnisotropicData = Texture2DSampleLevel(SceneTexturesStruct.GBufferFTexture, SceneTexturesStruct_GBufferFTextureSampler, UV, 0).xyzw;
|
||||||
|
|
||||||
|
float4 InMRT1 = Texture2DSampleLevel(SceneTexturesStruct.GBufferATexture, SceneTexturesStruct_GBufferATextureSampler, UV, 0).xyzw;
|
||||||
|
float4 InMRT2 = Texture2DSampleLevel(SceneTexturesStruct.GBufferBTexture, SceneTexturesStruct_GBufferBTextureSampler, UV, 0).xyzw;
|
||||||
|
float4 InMRT3 = Texture2DSampleLevel(SceneTexturesStruct.GBufferCTexture, SceneTexturesStruct_GBufferCTextureSampler, UV, 0).xyzw;
|
||||||
|
float4 InMRT4 = Texture2DSampleLevel(SceneTexturesStruct.GBufferDTexture, SceneTexturesStruct_GBufferDTextureSampler, UV, 0).xyzw;
|
||||||
|
float4 InMRT5 = Texture2DSampleLevel(SceneTexturesStruct.GBufferETexture, SceneTexturesStruct_GBufferETextureSampler, UV, 0).xyzw;
|
||||||
|
|
||||||
|
FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
|
||||||
|
InMRT2,
|
||||||
|
InMRT3,
|
||||||
|
InMRT4,
|
||||||
|
InMRT5,
|
||||||
|
|
||||||
|
CustomNativeDepth,
|
||||||
|
AnisotropicData,
|
||||||
|
CustomStencil,
|
||||||
|
SceneDepth,
|
||||||
|
bGetNormalizedNormal,
|
||||||
|
CheckerFromSceneColorUV(UV));
|
||||||
|
|
||||||
|
return Ret;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// @param PixelPos relative to left top of the rendertarget (not viewport)
|
||||||
|
FGBufferData DecodeGBufferDataUint(uint2 PixelPos, bool bGetNormalizedNormal = true)
|
||||||
|
{
|
||||||
|
float CustomNativeDepth = SceneTexturesStruct.CustomDepthTexture.Load(int3(PixelPos, 0)).r;
|
||||||
|
uint CustomStencil = SceneTexturesStruct.CustomStencilTexture.Load(int3(PixelPos, 0)) STENCIL_COMPONENT_SWIZZLE;
|
||||||
|
float SceneDepth = CalcSceneDepth(PixelPos);
|
||||||
|
float4 AnisotropicData = SceneTexturesStruct.GBufferFTexture.Load(int3(PixelPos, 0)).xyzw;
|
||||||
|
|
||||||
|
float4 InMRT1 = SceneTexturesStruct.GBufferATexture.Load(int3(PixelPos, 0)).xyzw;
|
||||||
|
float4 InMRT2 = SceneTexturesStruct.GBufferBTexture.Load(int3(PixelPos, 0)).xyzw;
|
||||||
|
float4 InMRT3 = SceneTexturesStruct.GBufferCTexture.Load(int3(PixelPos, 0)).xyzw;
|
||||||
|
float4 InMRT4 = SceneTexturesStruct.GBufferDTexture.Load(int3(PixelPos, 0)).xyzw;
|
||||||
|
float4 InMRT5 = SceneTexturesStruct.GBufferETexture.Load(int3(PixelPos, 0)).xyzw;
|
||||||
|
|
||||||
|
FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
|
||||||
|
InMRT2,
|
||||||
|
InMRT3,
|
||||||
|
InMRT4,
|
||||||
|
InMRT5,
|
||||||
|
|
||||||
|
CustomNativeDepth,
|
||||||
|
AnisotropicData,
|
||||||
|
CustomStencil,
|
||||||
|
SceneDepth,
|
||||||
|
bGetNormalizedNormal,
|
||||||
|
CheckerFromPixelPos(PixelPos));
|
||||||
|
|
||||||
|
return Ret;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// @param PixelPos relative to left top of the rendertarget (not viewport)
|
||||||
|
FGBufferData DecodeGBufferDataSceneTextures(float2 UV, bool bGetNormalizedNormal = true)
|
||||||
|
{
|
||||||
|
uint CustomStencil = 0;
|
||||||
|
float CustomNativeDepth = 0;
|
||||||
|
float DeviceZ = SampleDeviceZFromSceneTexturesTempCopy(UV);
|
||||||
|
float SceneDepth = ConvertFromDeviceZ(DeviceZ);
|
||||||
|
float4 AnisotropicData = GBufferFTexture.SampleLevel(GBufferFTextureSampler, UV, 0).xyzw;
|
||||||
|
|
||||||
|
float4 InMRT1 = GBufferATexture.SampleLevel(GBufferATextureSampler, UV, 0).xyzw;
|
||||||
|
float4 InMRT2 = GBufferBTexture.SampleLevel(GBufferBTextureSampler, UV, 0).xyzw;
|
||||||
|
float4 InMRT3 = GBufferCTexture.SampleLevel(GBufferCTextureSampler, UV, 0).xyzw;
|
||||||
|
float4 InMRT4 = GBufferDTexture.SampleLevel(GBufferDTextureSampler, UV, 0).xyzw;
|
||||||
|
float4 InMRT5 = GBufferETexture.SampleLevel(GBufferETextureSampler, UV, 0).xyzw;
|
||||||
|
|
||||||
|
FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
|
||||||
|
InMRT2,
|
||||||
|
InMRT3,
|
||||||
|
InMRT4,
|
||||||
|
InMRT5,
|
||||||
|
|
||||||
|
CustomNativeDepth,
|
||||||
|
AnisotropicData,
|
||||||
|
CustomStencil,
|
||||||
|
SceneDepth,
|
||||||
|
bGetNormalizedNormal,
|
||||||
|
CheckerFromSceneColorUV(UV));
|
||||||
|
|
||||||
|
return Ret;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// @param PixelPos relative to left top of the rendertarget (not viewport)
|
||||||
|
FGBufferData DecodeGBufferDataSceneTexturesLoad(uint2 PixelCoord, bool bGetNormalizedNormal = true)
|
||||||
|
{
|
||||||
|
uint CustomStencil = 0;
|
||||||
|
float CustomNativeDepth = 0;
|
||||||
|
float DeviceZ = SceneDepthTexture.Load(int3(PixelCoord, 0)).r;
|
||||||
|
float SceneDepth = ConvertFromDeviceZ(DeviceZ);
|
||||||
|
float4 AnisotropicData = GBufferFTexture.Load(int3(PixelCoord, 0)).xyzw;
|
||||||
|
|
||||||
|
float4 InMRT1 = GBufferATexture.Load(int3(PixelCoord, 0)).xyzw;
|
||||||
|
float4 InMRT2 = GBufferBTexture.Load(int3(PixelCoord, 0)).xyzw;
|
||||||
|
float4 InMRT3 = GBufferCTexture.Load(int3(PixelCoord, 0)).xyzw;
|
||||||
|
float4 InMRT4 = GBufferDTexture.Load(int3(PixelCoord, 0)).xyzw;
|
||||||
|
float4 InMRT5 = GBufferETexture.Load(int3(PixelCoord, 0)).xyzw;
|
||||||
|
|
||||||
|
FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
|
||||||
|
InMRT2,
|
||||||
|
InMRT3,
|
||||||
|
InMRT4,
|
||||||
|
InMRT5,
|
||||||
|
|
||||||
|
CustomNativeDepth,
|
||||||
|
AnisotropicData,
|
||||||
|
CustomStencil,
|
||||||
|
SceneDepth,
|
||||||
|
bGetNormalizedNormal,
|
||||||
|
CheckerFromPixelPos(PixelCoord));
|
||||||
|
|
||||||
|
return Ret;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
#endif
|
||||||
|
|
15
Assignment 1/SCD2_AS1_UE5_Starter.uproject
Normal file
15
Assignment 1/SCD2_AS1_UE5_Starter.uproject
Normal file
@ -0,0 +1,15 @@
|
|||||||
|
{
|
||||||
|
"FileVersion": 3,
|
||||||
|
"EngineAssociation": "5.0",
|
||||||
|
"Category": "",
|
||||||
|
"Description": "",
|
||||||
|
"Plugins": [
|
||||||
|
{
|
||||||
|
"Name": "ModelingToolsEditorMode",
|
||||||
|
"Enabled": true,
|
||||||
|
"TargetAllowList": [
|
||||||
|
"Editor"
|
||||||
|
]
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
BIN
Assignment 1/Saved/AutoScreenshot.png
Normal file
BIN
Assignment 1/Saved/AutoScreenshot.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 6.1 KiB |
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Some files were not shown because too many files have changed in this diff Show More
Loading…
x
Reference in New Issue
Block a user