UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
DepthRendering.h File Reference
#include "CoreMinimal.h"
#include "RHI.h"
#include "HitProxies.h"
#include "ShaderBaseClasses.h"
#include "MeshPassProcessor.h"

Go to the source code of this file.

Classes

struct  FDepthPassInfo
 
class  TDepthOnlyVS< bUsePositionOnlyStream >
 
class  FDepthOnlyPS
 
class  FDepthPassMeshProcessor
 
class  FRayTracingDitheredLODMeshProcessor
 

Enumerations

enum  EDepthDrawingMode {
  DDM_None = 0 , DDM_NonMaskedOnly = 1 , DDM_AllOccluders = 2 , DDM_AllOpaque = 3 ,
  DDM_MaskedOnly = 4 , DDM_AllOpaqueNoVelocity = 5
}
 

Functions

const TCHARGetDepthDrawingModeString (EDepthDrawingMode Mode)
 
FDepthPassInfo GetDepthPassInfo (const FScene *Scene)
 
void AddDitheredStencilFillPass (FRDGBuilder &GraphBuilder, TConstArrayView< FViewInfo > Views, FRDGTextureRef DepthTexture, const FDepthPassInfo &DepthPass)
 
void AddDitheredStencilClearPass (FRDGBuilder &GraphBuilder, FRDGTextureRef DepthTexture, EShaderPlatform ShaderPlatform, bool bClearAllStencilBits)
 
FMeshDrawCommandSortKey CalculateDepthPassMeshStaticSortKey (const bool bIsMasked, const FMeshMaterialShader *VertexShader, const FMeshMaterialShader *PixelShader)
 
template<bool bPositionOnly>
bool GetDepthPassShaders (const FMaterial &Material, const FVertexFactoryType *VertexFactoryType, ERHIFeatureLevel::Type FeatureLevel, bool bMaterialUsesPixelDepthOffset, TShaderRef< TDepthOnlyVS< bPositionOnly > > &VertexShader, TShaderRef< FDepthOnlyPS > &PixelShader, FShaderPipelineRef &ShaderPipeline)
 
void SetupDepthPassState (FMeshPassProcessorRenderState &DrawRenderState)
 

Enumeration Type Documentation

◆ EDepthDrawingMode

Enumerator
DDM_None 
DDM_NonMaskedOnly 
DDM_AllOccluders 
DDM_AllOpaque 
DDM_MaskedOnly 
DDM_AllOpaqueNoVelocity 

Function Documentation

◆ AddDitheredStencilClearPass()

void AddDitheredStencilClearPass ( FRDGBuilder GraphBuilder,
FRDGTextureRef  DepthTexture,
EShaderPlatform  ShaderPlatform,
bool  bClearAllStencilBits 
)

◆ AddDitheredStencilFillPass()

void AddDitheredStencilFillPass ( FRDGBuilder GraphBuilder,
TConstArrayView< FViewInfo Views,
FRDGTextureRef  DepthTexture,
const FDepthPassInfo DepthPass 
)

◆ CalculateDepthPassMeshStaticSortKey()

FMeshDrawCommandSortKey CalculateDepthPassMeshStaticSortKey ( const bool  bIsMasked,
const FMeshMaterialShader VertexShader,
const FMeshMaterialShader PixelShader 
)

◆ GetDepthDrawingModeString()

const TCHAR * GetDepthDrawingModeString ( EDepthDrawingMode  Mode)
extern

◆ GetDepthPassInfo()

FDepthPassInfo GetDepthPassInfo ( const FScene Scene)
extern

◆ GetDepthPassShaders()

template<bool bPositionOnly>
bool GetDepthPassShaders ( const FMaterial Material,
const FVertexFactoryType VertexFactoryType,
ERHIFeatureLevel::Type  FeatureLevel,
bool  bMaterialUsesPixelDepthOffset,
TShaderRef< TDepthOnlyVS< bPositionOnly > > &  VertexShader,
TShaderRef< FDepthOnlyPS > &  PixelShader,
FShaderPipelineRef ShaderPipeline 
)

◆ SetupDepthPassState()

void SetupDepthPassState ( FMeshPassProcessorRenderState DrawRenderState)
extern