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| | DECLARE_GPU_STAT_NAMED (RenderAnisotropyPass, TEXT("Render Anisotropy Pass")) |
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| bool | SupportsAnisotropicMaterials (ERHIFeatureLevel::Type FeatureLevel, EShaderPlatform ShaderPlatform) |
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| bool | SupportsAnisotropicMaterialPass (ERHIFeatureLevel::Type FeatureLevel, EShaderPlatform ShaderPlatform) |
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| | IMPLEMENT_SHADER_TYPE (, FAnisotropyVS, TEXT("/Engine/Private/AnisotropyPassShader.usf"), TEXT("MainVertexShader"), SF_Vertex) |
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| | IMPLEMENT_SHADER_TYPE (, FAnisotropyPS, TEXT("/Engine/Private/AnisotropyPassShader.usf"), TEXT("MainPixelShader"), SF_Pixel) |
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| | IMPLEMENT_SHADERPIPELINE_TYPE_VSPS (AnisotropyPipeline, FAnisotropyVS, FAnisotropyPS, true) |
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| FMeshPassProcessor * | CreateAnisotropyPassProcessor (ERHIFeatureLevel::Type InFeatureLevel, const FScene *Scene, const FSceneView *InViewIfDynamicMeshCommand, FMeshPassDrawListContext *InDrawListContext) |
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| | REGISTER_MESHPASSPROCESSOR_AND_PSOCOLLECTOR (AnisotropyPass, CreateAnisotropyPassProcessor, EShadingPath::Deferred, EMeshPass::AnisotropyPass, EMeshPassFlags::CachedMeshCommands|EMeshPassFlags::MainView) |
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| bool | GetAnisotropyPassShaders (const FMaterial &Material, const FVertexFactoryType *VertexFactoryType, ERHIFeatureLevel::Type FeatureLevel, TShaderRef< FAnisotropyVS > &VertexShader, TShaderRef< FAnisotropyPS > &PixelShader) |
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| bool | ShouldRenderAnisotropicLighting (const FViewInfo &View) |
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| bool | ShouldRenderAnisotropyPass (const FViewInfo &View) |
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| bool | ShouldRenderAnisotropyPass (TArrayView< FViewInfo > Views) |
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