// Copyright UShaderLab. All Rights Reserved. // Shared struct definitions for ShaderLab-generated Custom HLSL nodes. // Included by every generated UMaterialExpressionCustom node via IncludeFilePaths. #pragma once // Per-pixel/vertex inputs are read through `UE_NodeName(...)` intrinsics (resolved by the graph // builder to real material expression nodes), not through a context struct. // --------------------------------------------------------------------------- // Read-only project/engine-driven permutation macros. The graph builder leaks SHADERLAB_QUALITY / // SHADERLAB_FEATURELEVEL / SHADERLAB_SHADINGPATH (via a before-attributes QualitySwitch/FeatureLevelSwitch/ // ShadingPathSwitch, same mechanism as static switches) so a body can `#if` on them to adapt per permutation. // These are NOT author-settable — the engine picks the permutation. Compare against the ordered constants // below (ordered low->high so `<=`/`>=` are meaningful). // --------------------------------------------------------------------------- #define QUALITY_LOW 0 #define QUALITY_MEDIUM 1 #define QUALITY_HIGH 2 #define QUALITY_EPIC 3 #define FEATURELEVEL_ES31 0 #define FEATURELEVEL_SM5 1 #define FEATURELEVEL_SM6 2 #define SHADINGPATH_DEFERRED 0 #define SHADINGPATH_FORWARD 1 #define SHADINGPATH_MOBILE 2 #ifdef SHADERLAB_IDE // IDE only: give the leaked macros a default so `#if SHADERLAB_QUALITY ...` completes/checks. At real // compile these come from the graph's before-attributes switch nodes (SHADERLAB_IDE is never defined then). #ifndef SHADERLAB_QUALITY #define SHADERLAB_QUALITY QUALITY_HIGH #endif #ifndef SHADERLAB_FEATURELEVEL #define SHADERLAB_FEATURELEVEL FEATURELEVEL_SM6 #endif #ifndef SHADERLAB_SHADINGPATH #define SHADERLAB_SHADINGPATH SHADINGPATH_DEFERRED #endif #endif // Surface description filled by the Surface(...) body. Defaults mirror the // UMaterialExpressionSubstrateSlabBSDF pin defaults so that fields the body does not // touch keep Substrate's native behavior. struct FShaderLabSurface { float3 DiffuseAlbedo; float3 F0; float3 F90; float Roughness; float Anisotropy; float3 Normal; float3 Tangent; float3 SSSMFP; float SSSMFPScale; float SSSPhaseAnisotropy; float3 EmissiveColor; float SecondRoughness; float SecondRoughnessWeight; float FuzzRoughness; float FuzzAmount; float3 FuzzColor; float GlintValue; float2 GlintUV; float Opacity; float OpacityMask; // Material-level outputs (single-Surface sugar): wired to the main node's Refraction / PixelDepthOffset pins. float Refraction; // scalar IOR (RefractionMethod = IndexOfRefraction); 1.0 = no bending float PixelDepthOffset; // world-unit depth push toward camera }; // --- Additional Substrate BSDF output structs. Each mirrors the pins of its engine BSDF node; the graph // builder wires only the fields a body writes, leaving the rest at the node's native default. --- // Unlit BSDF (SL_UNLIT): pure emissive / transmittance, no lighting. struct FShaderLabUnlit { float3 EmissiveColor; float3 TransmittanceColor; float3 Normal; }; // Hair BSDF (SL_HAIR): hair-fiber shading. struct FShaderLabHair { float3 BaseColor; float Scatter; float Specular; float Roughness; float3 Backlit; float3 Tangent; float3 EmissiveColor; }; // Eye BSDF (SL_EYE): cornea / iris / sclera shading. struct FShaderLabEye { float3 DiffuseColor; float Roughness; float3 CorneaNormal; float3 IrisNormal; float3 IrisPlaneNormal; float IrisMask; float IrisDistance; float3 EmissiveColor; }; // Single Layer Water BSDF (SL_WATER): water surface + underwater scattering. struct FShaderLabWater { float3 BaseColor; float Metallic; float Specular; float Roughness; float3 Normal; float3 EmissiveColor; float3 TopMaterialOpacity; float3 WaterAlbedo; float3 WaterExtinction; float WaterPhaseG; float3 ColorScaleBehindWater; }; // Volumetric-Fog-Cloud BSDF (SL_VOLUME, Domain = Volume): participating media. struct FShaderLabVolume { float3 Albedo; float3 Extinction; float3 EmissiveColor; float AmbientOcclusion; }; // Simple Clear Coat BSDF (SL_CLEARCOAT): bottom layer + clear coat top. struct FShaderLabClearCoat { float3 DiffuseAlbedo; float3 F0; float Roughness; float ClearCoatCoverage; float ClearCoatRoughness; float3 Normal; float3 EmissiveColor; float3 BottomNormal; }; // Toon BSDF (SL_TOON, experimental): stylized shading. struct FShaderLabToon { float3 BaseColor; float Metallic; float Specular; float Roughness; float3 Normal; float3 EmissiveColor; float2 PatternUVs; float Anisotropy; float3 Tangent; }; // Light Function (SL_LIGHTFUNCTION, Domain = LightFunction): per-light modulation color. struct FShaderLabLightFunction { float3 Color; }; FShaderLabUnlit ShaderLabDefaultUnlit() { FShaderLabUnlit U; U.EmissiveColor = float3(0, 0, 0); U.TransmittanceColor = float3(1, 1, 1); U.Normal = float3(0, 0, 1); return U; } FShaderLabHair ShaderLabDefaultHair() { FShaderLabHair H; H.BaseColor = float3(0, 0, 0); H.Scatter = 0; H.Specular = 0.5; H.Roughness = 0.5; H.Backlit = float3(0, 0, 0); H.Tangent = float3(1, 0, 0); H.EmissiveColor = float3(0, 0, 0); return H; } FShaderLabEye ShaderLabDefaultEye() { FShaderLabEye E; E.DiffuseColor = float3(0, 0, 0); E.Roughness = 0.5; E.CorneaNormal = float3(0, 0, 1); E.IrisNormal = float3(0, 0, 1); E.IrisPlaneNormal = float3(0, 0, 1); E.IrisMask = 0; E.IrisDistance = 0; E.EmissiveColor = float3(0, 0, 0); return E; } FShaderLabWater ShaderLabDefaultWater() { FShaderLabWater W; W.BaseColor = float3(0, 0, 0); W.Metallic = 0; W.Specular = 0.5; W.Roughness = 0.5; W.Normal = float3(0, 0, 1); W.EmissiveColor = float3(0, 0, 0); W.TopMaterialOpacity = float3(0, 0, 0); W.WaterAlbedo = float3(0, 0, 0); W.WaterExtinction = float3(0, 0, 0); W.WaterPhaseG = 0; W.ColorScaleBehindWater = float3(1, 1, 1); return W; } FShaderLabVolume ShaderLabDefaultVolume() { FShaderLabVolume V; V.Albedo = float3(0, 0, 0); V.Extinction = float3(0, 0, 0); V.EmissiveColor = float3(0, 0, 0); V.AmbientOcclusion = 1; return V; } FShaderLabClearCoat ShaderLabDefaultClearCoat() { FShaderLabClearCoat C; C.DiffuseAlbedo = float3(0.18, 0.18, 0.18); C.F0 = float3(0.04, 0.04, 0.04); C.Roughness = 0.5; C.ClearCoatCoverage = 0.5; C.ClearCoatRoughness = 0.5; C.Normal = float3(0, 0, 1); C.EmissiveColor = float3(0, 0, 0); C.BottomNormal = float3(0, 0, 1); return C; } FShaderLabToon ShaderLabDefaultToon() { FShaderLabToon T; T.BaseColor = float3(0.18, 0.18, 0.18); T.Metallic = 0; T.Specular = 0.5; T.Roughness = 0.5; T.Normal = float3(0, 0, 1); T.EmissiveColor = float3(0, 0, 0); T.PatternUVs = float2(0, 0); T.Anisotropy = 0; T.Tangent = float3(1, 0, 0); return T; } FShaderLabLightFunction ShaderLabDefaultLightFunction() { FShaderLabLightFunction L; L.Color = float3(1, 1, 1); return L; } // Output for the PostProcess(...) entry (Domain = PostProcess). Color feeds the material EmissiveColor. struct FShaderLabPostProcess { float3 Color; float Opacity; }; // Output for the UI(...) entry (Domain = UI). Color feeds EmissiveColor, Opacity the material Opacity. struct FShaderLabUI { float3 Color; float Opacity; }; // Vertex-stage outputs filled by the optional Vertex(...) body. struct FShaderLabVertex { float3 WorldPositionOffset; float Displacement; float2 CustomizedUV0; float2 CustomizedUV1; float2 CustomizedUV2; float2 CustomizedUV3; }; FShaderLabSurface ShaderLabDefaultSurface() { FShaderLabSurface S; S.DiffuseAlbedo = float3(0.18, 0.18, 0.18); S.F0 = float3(0.04, 0.04, 0.04); S.F90 = float3(1, 1, 1); S.Roughness = 0.5; S.Anisotropy = 0; S.Normal = float3(0, 0, 1); S.Tangent = float3(1, 0, 0); S.SSSMFP = float3(0, 0, 0); S.SSSMFPScale = 1; S.SSSPhaseAnisotropy = 1; S.EmissiveColor = float3(0, 0, 0); S.SecondRoughness = 0.5; S.SecondRoughnessWeight = 0; S.FuzzRoughness = 0.5; S.FuzzAmount = 0; S.FuzzColor = float3(0, 0, 0); S.GlintValue = 1; S.GlintUV = float2(0, 0); S.Opacity = 1; S.OpacityMask = 1; S.Refraction = 1.0; S.PixelDepthOffset = 0.0; return S; } FShaderLabPostProcess ShaderLabDefaultPostProcess() { FShaderLabPostProcess P; P.Color = float3(0, 0, 0); P.Opacity = 1; return P; } FShaderLabUI ShaderLabDefaultUI() { FShaderLabUI U; U.Color = float3(0, 0, 0); U.Opacity = 1; return U; } FShaderLabVertex ShaderLabDefaultVertex() { FShaderLabVertex V; V.WorldPositionOffset = float3(0, 0, 0); V.Displacement = 0; V.CustomizedUV0 = float2(0, 0); V.CustomizedUV1 = float2(0, 0); V.CustomizedUV2 = float2(0, 0); V.CustomizedUV3 = float2(0, 0); return V; }