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Last active January 30, 2024 01:40
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Save shop-0761/f83064b332bb038e1d8f96e1d2149f04 to your computer and use it in GitHub Desktop.
UE4のResolvedView.hogehoge で取れそうなやつ
ResolvedView
{
float4x4 TranslatedWorldToClip;
float4x4 WorldToClip;
float4x4 TranslatedWorldToView;
float4x4 ViewToTranslatedWorld;
float4x4 TranslatedWorldToCameraView;
float4x4 CameraViewToTranslatedWorld;
float4x4 ViewToClip;
float4x4 ViewToClipNoAA;
float4x4 ClipToView;
float4x4 ClipToTranslatedWorld;
float4x4 SVPositionToTranslatedWorld;
float4x4 ScreenToWorld;
float4x4 ScreenToTranslatedWorld;
float3 ViewForward;
float3 ViewUp;
float3 ViewRight;
float3 HMDViewNoRollUp;
float3 HMDViewNoRollRight;
float4 InvDeviceZToWorldZTransform;
float4 ScreenPositionScaleBias;
float3 WorldCameraOrigin;
float3 TranslatedWorldCameraOrigin;
float3 WorldViewOrigin;
float3 PreViewTranslation;
float4x4 PrevProjection;
float4x4 PrevViewProj;
float4x4 PrevViewRotationProj;
float4x4 PrevViewToClip;
float4x4 PrevClipToView;
float4x4 PrevTranslatedWorldToClip;
float4x4 PrevTranslatedWorldToView;
float4x4 PrevViewToTranslatedWorld;
float4x4 PrevTranslatedWorldToCameraView;
float4x4 PrevCameraViewToTranslatedWorld;
float3 PrevWorldCameraOrigin;
float3 PrevWorldViewOrigin;
float3 PrevPreViewTranslation;
float4x4 PrevInvViewProj;
float4x4 PrevScreenToTranslatedWorld;
float4x4 ClipToPrevClip;
float4 TemporalAAJitter;
float4 GlobalClippingPlane;
float2 FieldOfViewWideAngles;
float2 PrevFieldOfViewWideAngles;
float4 ViewRectMin;
float4 ViewSizeAndInvSize;
float4 BufferSizeAndInvSize;
float4 BufferBilinearUVMinMax;
int NumSceneColorMSAASamples;
float PreExposure;
float OneOverPreExposure;
float4 DiffuseOverrideParameter;
float4 SpecularOverrideParameter;
float4 NormalOverrideParameter;
float2 RoughnessOverrideParameter;
float PrevFrameGameTime;
float PrevFrameRealTime;
float OutOfBoundsMask;
float3 WorldCameraMovementSinceLastFrame;
float CullingSign;
float NearPlane;
float AdaptiveTessellationFactor;
float GameTime;
float RealTime;
float MaterialTextureMipBias;
float MaterialTextureDerivativeMultiply;
uint Random;
uint FrameNumber;
uint StateFrameIndexMod8;
float CameraCut;
float UnlitViewmodeMask;
float4 DirectionalLightColor;
float3 DirectionalLightDirection;
float4 TranslucencyLightingVolumeMin[2];
float4 TranslucencyLightingVolumeInvSize[2];
float4 TemporalAAParams;
float4 CircleDOFParams;
float DepthOfFieldSensorWidth;
float DepthOfFieldFocalDistance;
float DepthOfFieldScale;
float DepthOfFieldFocalLength;
float DepthOfFieldFocalRegion;
float DepthOfFieldNearTransitionRegion;
float DepthOfFieldFarTransitionRegion;
float MotionBlurNormalizedToPixel;
float bSubsurfacePostprocessEnabled;
float GeneralPurposeTweak;
float DemosaicVposOffset;
float3 IndirectLightingColorScale;
float HDR32bppEncodingMode;
float3 AtmosphericFogSunDirection;
float AtmosphericFogSunPower;
float AtmosphericFogPower;
float AtmosphericFogDensityScale;
float AtmosphericFogDensityOffset;
float AtmosphericFogGroundOffset;
float AtmosphericFogDistanceScale;
float AtmosphericFogAltitudeScale;
float AtmosphericFogHeightScaleRayleigh;
float AtmosphericFogStartDistance;
float AtmosphericFogDistanceOffset;
float AtmosphericFogSunDiscScale;
uint AtmosphericFogRenderMask;
uint AtmosphericFogInscatterAltitudeSampleNum;
float4 AtmosphericFogSunColor;
float3 NormalCurvatureToRoughnessScaleBias;
float RenderingReflectionCaptureMask;
float4 AmbientCubemapTint;
float AmbientCubemapIntensity;
float SkyLightParameters;
float4 SkyLightColor;
float4 SkyIrradianceEnvironmentMap[7];
float MobilePreviewMode;
float HMDEyePaddingOffset;
float ReflectionCubemapMaxMip;
float ShowDecalsMask;
uint DistanceFieldAOSpecularOcclusionMode;
float IndirectCapsuleSelfShadowingIntensity;
float3 ReflectionEnvironmentRoughnessMixingScaleBiasAndLargestWeight;
int StereoPassIndex;
float4 GlobalVolumeCenterAndExtent[4];
float4 GlobalVolumeWorldToUVAddAndMul[4];
float GlobalVolumeDimension;
float GlobalVolumeTexelSize;
float MaxGlobalDistance;
float bCheckerboardSubsurfaceProfileRendering;
float3 VolumetricFogInvGridSize;
float3 VolumetricFogGridZParams;
float2 VolumetricFogSVPosToVolumeUV;
float VolumetricFogMaxDistance;
float3 VolumetricLightmapWorldToUVScale;
float3 VolumetricLightmapWorldToUVAdd;
float3 VolumetricLightmapIndirectionTextureSize;
float VolumetricLightmapBrickSize;
float3 VolumetricLightmapBrickTexelSize;
float StereoIPD;
}
@shop-0761
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@shop-0761
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return ResolvedView.DirectionalLightColor;
みたいに使う

@shop-0761
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return mul((MaterialFloat3x3) ResolvedView.TranslatedWorldToView, Vec);

@shop-0761
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HLSLMaterialTranslator.h 4748 あたりにTransform Vector との比較参考になりそう

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