UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
AnisotropyRendering.cpp File Reference

Classes

class  FAnisotropyVS
 
class  FAnisotropyPS
 

Functions

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

Function Documentation

◆ CreateAnisotropyPassProcessor()

FMeshPassProcessor * CreateAnisotropyPassProcessor ( ERHIFeatureLevel::Type  InFeatureLevel,
const FScene Scene,
const FSceneView InViewIfDynamicMeshCommand,
FMeshPassDrawListContext InDrawListContext 
)

◆ DECLARE_GPU_STAT_NAMED()

DECLARE_GPU_STAT_NAMED ( RenderAnisotropyPass  ,
TEXT("Render Anisotropy Pass"  
)

◆ GetAnisotropyPassShaders()

bool GetAnisotropyPassShaders ( const FMaterial Material,
const FVertexFactoryType VertexFactoryType,
ERHIFeatureLevel::Type  FeatureLevel,
TShaderRef< FAnisotropyVS > &  VertexShader,
TShaderRef< FAnisotropyPS > &  PixelShader 
)

◆ IMPLEMENT_SHADER_TYPE() [1/2]

IMPLEMENT_SHADER_TYPE ( FAnisotropyPS  ,
TEXT("/Engine/Private/AnisotropyPassShader.usf" ,
TEXT("MainPixelShader")  ,
SF_Pixel   
)

◆ IMPLEMENT_SHADER_TYPE() [2/2]

IMPLEMENT_SHADER_TYPE ( FAnisotropyVS  ,
TEXT("/Engine/Private/AnisotropyPassShader.usf" ,
TEXT("MainVertexShader")  ,
SF_Vertex   
)

◆ IMPLEMENT_SHADERPIPELINE_TYPE_VSPS()

IMPLEMENT_SHADERPIPELINE_TYPE_VSPS ( AnisotropyPipeline  ,
FAnisotropyVS  ,
FAnisotropyPS  ,
true   
)

◆ REGISTER_MESHPASSPROCESSOR_AND_PSOCOLLECTOR()

REGISTER_MESHPASSPROCESSOR_AND_PSOCOLLECTOR ( AnisotropyPass  ,
CreateAnisotropyPassProcessor  ,
EShadingPath::Deferred  ,
EMeshPass::AnisotropyPass  ,
EMeshPassFlags::CachedMeshCommands|EMeshPassFlags::MainView   
)

◆ ShouldRenderAnisotropicLighting()

bool ShouldRenderAnisotropicLighting ( const FViewInfo View)

◆ ShouldRenderAnisotropyPass() [1/2]

bool ShouldRenderAnisotropyPass ( const FViewInfo View)

◆ ShouldRenderAnisotropyPass() [2/2]

bool ShouldRenderAnisotropyPass ( TArrayView< FViewInfo Views)

◆ SupportsAnisotropicMaterialPass()

bool SupportsAnisotropicMaterialPass ( ERHIFeatureLevel::Type  FeatureLevel,
EShaderPlatform  ShaderPlatform 
)

◆ SupportsAnisotropicMaterials()

bool SupportsAnisotropicMaterials ( ERHIFeatureLevel::Type  FeatureLevel,
EShaderPlatform  ShaderPlatform 
)