Refactor engine shaders folder to have better organization

This commit is contained in:
2026-08-26 12:59:23 +02:00
parent 70155516c3
commit 14df537817
231 changed files with 409 additions and 407 deletions
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@@ -3,18 +3,18 @@
@0// Forward Shading: Defines
#define MAX_LOCAL_LIGHTS 4
@1// Forward Shading: Includes
#include "./Flax/LightingCommon.hlsl"
#include "./Flax/ReflectionsCommon.hlsl"
#include "./Flax/Lighting/LightingCommon.hlsl"
#include "./Flax/Reflections/ReflectionsCommon.hlsl"
#if USE_REFLECTIONS
#define MATERIAL_REFLECTIONS_SSR 1
#if MATERIAL_REFLECTIONS == MATERIAL_REFLECTIONS_SSR
#include "./Flax/SSR.hlsl"
#include "./Flax/Reflections/SSR.hlsl"
#endif
#endif
#include "./Flax/Lighting.hlsl"
#include "./Flax/ShadowsSampling.hlsl"
#include "./Flax/ExponentialHeightFog.hlsl"
#include "./Flax/VolumetricFog.hlsl"
#include "./Flax/Lighting/Lighting.hlsl"
#include "./Flax/Lighting/ExponentialHeightFog.hlsl"
#include "./Flax/Lighting/VolumetricFog.hlsl"
#include "./Flax/Shadows/ShadowsSampling.hlsl"
@2// Forward Shading: Constants
LightData DirectionalLight;
LightData SkyLight;
@@ -4,7 +4,7 @@
#define USE_GI 1
@1// Global Illumination: Includes
#include "./Flax/GI/DDGI.hlsl"
#include "./Flax/LightingCommon.hlsl"
#include "./Flax/Lighting/LightingCommon.hlsl"
@2// Global Illumination: Constants
DDGIData DDGI;
@3// Global Illumination: Resources
@@ -3,7 +3,7 @@
@0// SDF Reflections: Defines
#define USE_GLOBAL_SURFACE_ATLAS 1
@1// SDF Reflections: Includes
#include "./Flax/GlobalSignDistanceField.hlsl"
#include "./Flax/Utils/GlobalSignDistanceField.hlsl"
#include "./Flax/GI/GlobalSurfaceAtlas.hlsl"
@2// SDF Reflections: Constants
GlobalSDFData GlobalSDF;
@@ -4,8 +4,8 @@
@3
#include "./Flax/Common.hlsl"
#include "./Flax/GBufferCommon.hlsl"
#include "./Flax/Matrix.hlsl"
#include "./Flax/Noise.hlsl"
#include "./Flax/Math/Matrix.hlsl"
#include "./Flax/Math/Noise.hlsl"
@7
// Primary constant buffer
META_CB_BEGIN(0, Data)
@@ -8,7 +8,7 @@
#include "./Flax/Common.hlsl"
#include "./Flax/MaterialCommon.hlsl"
#include "./Flax/GBufferCommon.hlsl"
#include "./Flax/Matrix.hlsl"
#include "./Flax/Math/Matrix.hlsl"
@7
struct SpriteInput
{
@@ -8,7 +8,7 @@
#include "./Flax/Common.hlsl"
#include "./Flax/MaterialCommon.hlsl"
#include "./Flax/GBufferCommon.hlsl"
#include "./Flax/VolumetricFog.hlsl"
#include "./Flax/Lighting/VolumetricFog.hlsl"
@7
// Primary constant buffer (with additional material parameters)
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+1 -1
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@@ -4,7 +4,7 @@
"Major": 1,
"Minor": 13,
"Revision": 0,
"Build": 7008
"Build": 7010
},
"Company": "Flax",
"Copyright": "Copyright (c) 2012-2026 Wojciech Figat. All rights reserved.",
+29 -28
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@@ -6,7 +6,7 @@
#include "Engine/Core/Collections/Sorting.h"
#include "Engine/Core/Config/BuildSettings.h"
#include "Engine/Core/Config/GameSettings.h"
#include "Engine/Renderer/ReflectionsPass.h"
#include "Engine/Renderer/Reflections/ReflectionsPass.h"
#include "Engine/Renderer/AntiAliasing/SMAA.h"
#include "Engine/Engine/Globals.h"
#include "Editor/Cooker/PlatformTools.h"
@@ -383,37 +383,38 @@ bool DeployDataStep::Perform(CookingData& data)
GameCooker::DeployFiles();
// Register engine in-build assets
data.AddRootEngineAsset(TEXT("Shaders/AtmospherePreCompute"));
data.AddRootEngineAsset(TEXT("Shaders/ColorGrading"));
data.AddRootEngineAsset(TEXT("Shaders/DebugDraw"));
data.AddRootEngineAsset(TEXT("Shaders/DepthOfField"));
data.AddRootEngineAsset(TEXT("Shaders/EyeAdaptation"));
data.AddRootEngineAsset(TEXT("Shaders/Fog"));
data.AddRootEngineAsset(TEXT("Shaders/AntiAliasing/CAS"));
data.AddRootEngineAsset(TEXT("Shaders/AntiAliasing/FXAA"));
data.AddRootEngineAsset(TEXT("Shaders/AntiAliasing/SMAA"));
data.AddRootEngineAsset(TEXT("Shaders/AntiAliasing/TAA"));
data.AddRootEngineAsset(TEXT("Shaders/GI/DDGI"));
data.AddRootEngineAsset(TEXT("Shaders/GI/GlobalSurfaceAtlas"));
data.AddRootEngineAsset(TEXT("Shaders/Lighting/AtmospherePreCompute"));
data.AddRootEngineAsset(TEXT("Shaders/Lighting/Fog"));
data.AddRootEngineAsset(TEXT("Shaders/Lighting/Lights"));
data.AddRootEngineAsset(TEXT("Shaders/Lighting/Sky"));
data.AddRootEngineAsset(TEXT("Shaders/Lighting/SSAO"));
data.AddRootEngineAsset(TEXT("Shaders/Lighting/VolumetricFog"));
data.AddRootEngineAsset(TEXT("Shaders/PostFX/ColorGrading"));
data.AddRootEngineAsset(TEXT("Shaders/PostFX/DepthOfField"));
data.AddRootEngineAsset(TEXT("Shaders/PostFX/EyeAdaptation"));
data.AddRootEngineAsset(TEXT("Shaders/PostFX/Histogram"));
data.AddRootEngineAsset(TEXT("Shaders/PostFX/MotionBlur"));
data.AddRootEngineAsset(TEXT("Shaders/PostFX/PostProcessing"));
data.AddRootEngineAsset(TEXT("Shaders/Reflections/ProbesFilter"));
data.AddRootEngineAsset(TEXT("Shaders/Reflections/Reflections"));
data.AddRootEngineAsset(TEXT("Shaders/Reflections/SSR"));
data.AddRootEngineAsset(TEXT("Shaders/Shadows/Shadows"));
data.AddRootEngineAsset(TEXT("Shaders/Utils/BitonicSort"));
//data.AddRootEngineAsset(TEXT("Shaders/Utils/DebugDraw")); // TODO: debug draw in dev-builds
data.AddRootEngineAsset(TEXT("Shaders/Utils/GlobalSignDistanceField"));
data.AddRootEngineAsset(TEXT("Shaders/Utils/GPUParticlesSorting"));
data.AddRootEngineAsset(TEXT("Shaders/Utils/MultiScaler"));
data.AddRootEngineAsset(TEXT("Shaders/Utils/SDF"));
data.AddRootEngineAsset(TEXT("Shaders/Forward"));
data.AddRootEngineAsset(TEXT("Shaders/FXAA"));
data.AddRootEngineAsset(TEXT("Shaders/TAA"));
data.AddRootEngineAsset(TEXT("Shaders/SMAA"));
data.AddRootEngineAsset(TEXT("Shaders/GBuffer"));
data.AddRootEngineAsset(TEXT("Shaders/GUI"));
data.AddRootEngineAsset(TEXT("Shaders/Histogram"));
data.AddRootEngineAsset(TEXT("Shaders/Lights"));
data.AddRootEngineAsset(TEXT("Shaders/MultiScaler"));
data.AddRootEngineAsset(TEXT("Shaders/ProbesFilter"));
data.AddRootEngineAsset(TEXT("Shaders/PostProcessing"));
data.AddRootEngineAsset(TEXT("Shaders/MotionBlur"));
data.AddRootEngineAsset(TEXT("Shaders/BitonicSort"));
data.AddRootEngineAsset(TEXT("Shaders/GPUParticlesSorting"));
data.AddRootEngineAsset(TEXT("Shaders/GlobalSignDistanceField"));
data.AddRootEngineAsset(TEXT("Shaders/GI/GlobalSurfaceAtlas"));
data.AddRootEngineAsset(TEXT("Shaders/GI/DDGI"));
data.AddRootEngineAsset(TEXT("Shaders/Quad"));
data.AddRootEngineAsset(TEXT("Shaders/Reflections"));
data.AddRootEngineAsset(TEXT("Shaders/Shadows"));
data.AddRootEngineAsset(TEXT("Shaders/Sky"));
data.AddRootEngineAsset(TEXT("Shaders/SSAO"));
data.AddRootEngineAsset(TEXT("Shaders/SSR"));
data.AddRootEngineAsset(TEXT("Shaders/SDF"));
data.AddRootEngineAsset(TEXT("Shaders/VolumetricFog"));
if (data.Configuration != BuildConfiguration::Release)
{
data.AddRootEngineAsset(TEXT("Shaders/Editor/LightmapUVsDensity"));
+1 -1
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@@ -17,7 +17,7 @@
#include "Engine/Level/Actor.h"
#include "Engine/CSG/CSGBuilder.h"
#include "Engine/Engine/CommandLine.h"
#include "Engine/Renderer/ProbesRenderer.h"
#include "Engine/Renderer/Reflections/ProbesRenderer.h"
#include "Engine/Animations/Graph/AnimGraph.h"
#include "Engine/Core/ObjectsRemovalService.h"
#include "Engine/Level/Prefabs/Prefab.h"
+1 -1
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@@ -675,7 +675,7 @@ void DebugDrawService::Update()
// Lazy-init resources
if (DebugDrawShader == nullptr)
{
DebugDrawShader = Content::LoadAsyncInternal<Shader>(TEXT("Shaders/DebugDraw"));
DebugDrawShader = Content::LoadAsyncInternal<Shader>(TEXT("Shaders/Utils/DebugDraw"));
if (DebugDrawShader == nullptr)
{
LOG(Fatal, "Cannot load DebugDraw shader");
@@ -12,7 +12,7 @@
#include "Engine/Graphics/RenderBuffers.h"
#include "Engine/Graphics/GPUDevice.h"
#include "Engine/Graphics/RenderTask.h"
#include "Engine/Renderer/GlobalSignDistanceFieldPass.h"
#include "Engine/Renderer/Utils/GlobalSignDistanceFieldPass.h"
#include "Engine/Scripting/Enums.h"
#include "Engine/Streaming/Streaming.h"
#include "Engine/Profiler/ProfilerMemory.h"
@@ -10,7 +10,7 @@
/// <summary>
/// Current materials shader version.
/// </summary>
#define MATERIAL_GRAPH_VERSION 186
#define MATERIAL_GRAPH_VERSION 187
class Material;
class GPUShader;
@@ -5,8 +5,8 @@
#include "Engine/Graphics/RenderBuffers.h"
#include "Engine/Graphics/Textures/GPUTexture.h"
#include "Engine/Renderer/RenderList.h"
#include "Engine/Renderer/ShadowsPass.h"
#include "Engine/Renderer/GlobalSignDistanceFieldPass.h"
#include "Engine/Renderer/Lighting/ShadowsPass.h"
#include "Engine/Renderer/Utils/GlobalSignDistanceFieldPass.h"
#if USE_EDITOR
#include "Engine/Renderer/Lightmaps.h"
#endif
@@ -14,7 +14,7 @@
#include "Engine/Graphics/GPUContext.h"
#include "Engine/Level/Scene/Lightmap.h"
#include "Engine/Level/Actors/EnvironmentProbe.h"
#include "Engine/Renderer/ReflectionsPass.h"
#include "Engine/Renderer/Reflections/ReflectionsPass.h"
void ForwardShadingFeature::Bind(MaterialShader::BindParameters& params, Span<byte>& cb, int32& srv)
{

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