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| | DECLARE_GPU_STAT_NAMED (CapsuleShadows, TEXT("Capsule Shadows")) |
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| FAutoConsoleVariableRef | CVarCapsuleShadows (TEXT("r.CapsuleShadows"), GCapsuleShadows, TEXT("Whether to allow capsule shadowing on skinned components with bCastCapsuleDirectShadow or bCastCapsuleIndirectShadow enabled."), ECVF_Scalability|ECVF_RenderThreadSafe) |
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| FAutoConsoleVariableRef | CVarCapsuleDirectShadows (TEXT("r.CapsuleDirectShadows"), GCapsuleDirectShadows, TEXT("Whether to allow capsule direct shadowing on skinned components with bCastCapsuleDirectShadow enabled."), ECVF_Scalability|ECVF_RenderThreadSafe) |
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| FAutoConsoleVariableRef | CVarCapsuleIndirectShadows (TEXT("r.CapsuleIndirectShadows"), GCapsuleIndirectShadows, TEXT("Whether to allow capsule indirect shadowing on skinned components with bCastCapsuleIndirectShadow enabled."), ECVF_Scalability|ECVF_RenderThreadSafe) |
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| FAutoConsoleVariableRef | CVarCapsuleShadowsFullResolution (TEXT("r.CapsuleShadowsFullResolution"), GCapsuleShadowsFullResolution, TEXT("Whether to compute capsule shadows at full resolution."), ECVF_Scalability|ECVF_RenderThreadSafe) |
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| FAutoConsoleVariableRef | CVarCapsuleMaxDirectOcclusionDistance (TEXT("r.CapsuleMaxDirectOcclusionDistance"), GCapsuleMaxDirectOcclusionDistance, TEXT("Maximum cast distance for direct shadows from capsules. This has a big impact on performance."), ECVF_Scalability|ECVF_RenderThreadSafe) |
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| FAutoConsoleVariableRef | CVarCapsuleMaxIndirectOcclusionDistance (TEXT("r.CapsuleMaxIndirectOcclusionDistance"), GCapsuleMaxIndirectOcclusionDistance, TEXT("Maximum cast distance for indirect shadows from capsules. This has a big impact on performance."), ECVF_Scalability|ECVF_RenderThreadSafe) |
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| FAutoConsoleVariableRef | CVarCapsuleShadowFadeAngleFromVertical (TEXT("r.CapsuleShadowFadeAngleFromVertical"), GCapsuleShadowFadeAngleFromVertical, TEXT("Angle from vertical up to start fading out the indirect shadow, to avoid self shadowing artifacts."), ECVF_Scalability|ECVF_RenderThreadSafe) |
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| FAutoConsoleVariableRef | CVarCapsuleIndirectConeAngle (TEXT("r.CapsuleIndirectConeAngle"), GCapsuleIndirectConeAngle, TEXT("Light source angle used when the indirect shadow direction is derived from precomputed indirect lighting (no stationary skylight present)"), ECVF_Scalability|ECVF_RenderThreadSafe) |
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| FAutoConsoleVariableRef | CVarCapsuleSkyAngleScale (TEXT("r.CapsuleSkyAngleScale"), GCapsuleSkyAngleScale, TEXT("Scales the light source angle derived from the precomputed unoccluded sky vector (stationary skylight present)"), ECVF_Scalability|ECVF_RenderThreadSafe) |
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| FAutoConsoleVariableRef | CVarCapsuleMinSkyAngle (TEXT("r.CapsuleMinSkyAngle"), GCapsuleMinSkyAngle, TEXT("Minimum light source angle derived from the precomputed unoccluded sky vector (stationary skylight present)"), ECVF_Scalability|ECVF_RenderThreadSafe) |
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| | IMPLEMENT_GLOBAL_SHADER (FComputeLightDirectionFromVolumetricLightmapCS, "/Engine/Private/CapsuleShadowShaders.usf", "ComputeLightDirectionFromVolumetricLightmapCS", SF_Compute) |
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| int32 | GetCapsuleShadowDownsampleFactor () |
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| FIntPoint | GetBufferSizeForCapsuleShadows (const FViewInfo &View) |
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| | IMPLEMENT_GLOBAL_SHADER (FCapsuleShadowingCS, "/Engine/Private/CapsuleShadowShaders.usf", "CapsuleShadowingCS", SF_Compute) |
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| | IMPLEMENT_GLOBAL_SHADER (FCapsuleShadowingUpsampleVS, "/Engine/Private/CapsuleShadowShaders.usf", "CapsuleShadowingUpsampleVS", SF_Vertex) |
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| | IMPLEMENT_GLOBAL_SHADER (FCapsuleShadowingUpsamplePS, "/Engine/Private/CapsuleShadowShaders.usf", "CapsuleShadowingUpsamplePS", SF_Pixel) |
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| void | SetupCapsuleShadowingParameters (FRDGBuilder &GraphBuilder, FCapsuleShadowingCS::FParameters &Parameters, ECapsuleShadowingType ShadowingType, FRDGTextureUAVRef OutputUAV, FIntPoint TileDimensions, FRDGTextureRef ReceiverBentNormalTexture, FVector2D NumGroups, const FLightSceneInfo *LightSceneInfo, const FIntRect &ScissorRect, int32 DownsampleFactor, float MaxOcclusionDistance, const FScene *Scene, const FViewInfo &View, const uint32 ViewIndex, uint32 NumShadowCapsules, FRDGBufferSRVRef ShadowCapsuleShapesBuffer, uint32 NumMeshDistanceFieldCasters, FRDGBufferSRVRef MeshDistanceFieldCasterIndicesSRV, FRDGBufferSRVRef LightDirectionDataSRV, FRDGBufferUAVRef CapsuleTileIntersectionCountsUAV) |
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| bool | ShouldPrepareForDFInsetIndirectShadow (EShaderPlatform ShaderPlatform, const FEngineShowFlags &EngineShowFlags) |
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