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UE4のResolvedView.hogehoge で取れそうなやつ
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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; | |
} |
return mul((MaterialFloat3x3) ResolvedView.TranslatedWorldToView, Vec);
HLSLMaterialTranslator.h 4748 あたりにTransform Vector との比較参考になりそう
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return ResolvedView.DirectionalLightColor;
みたいに使う