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

Classes

class  FFirstPersonSelfShadowInputsDownsamplePS
 
class  FFirstPersonSelfShadowTracingPS
 
class  FFirstPersonSelfShadowBlurPS
 
class  FFirstPersonSelfShadowUpsamplePS
 

Enumerations

enum class  EFPLightSourceShape { Directional , Point , Rect , MAX }
 

Functions

 IMPLEMENT_GLOBAL_SHADER (FFirstPersonSelfShadowInputsDownsamplePS, "/Engine/Private/FirstPersonSelfShadow.usf", "FirstPersonSelfShadowDownsamplePS", SF_Pixel)
 
 IMPLEMENT_GLOBAL_SHADER (FFirstPersonSelfShadowTracingPS, "/Engine/Private/FirstPersonSelfShadow.usf", "FirstPersonSelfShadowTracePS", SF_Pixel)
 
 IMPLEMENT_GLOBAL_SHADER (FFirstPersonSelfShadowBlurPS, "/Engine/Private/FirstPersonSelfShadow.usf", "FirstPersonSelfShadowBlurPS", SF_Pixel)
 
 IMPLEMENT_GLOBAL_SHADER (FFirstPersonSelfShadowUpsamplePS, "/Engine/Private/FirstPersonSelfShadow.usf", "FirstPersonSelfShadowUpsamplePS", SF_Pixel)
 
bool ShouldRenderFirstPersonSelfShadow (const FSceneViewFamily &ViewFamily)
 
bool LightCastsFirstPersonSelfShadow (const FLightSceneInfo &LightSceneInfo)
 
bool ShouldRenderFirstPersonSelfShadowForLight (const FSceneRendererBase &SceneRenderer, const FSceneViewFamily &ViewFamily, const TArray< FViewInfo > &Views, const FLightSceneInfo &LightSceneInfo)
 
FFirstPersonSelfShadowInputs CreateFirstPersonSelfShadowInputs (FRDGBuilder &GraphBuilder, const TArray< FViewInfo > &Views, const FMinimalSceneTextures &SceneTextures)
 
void RenderFirstPersonSelfShadow (FRDGBuilder &GraphBuilder, const FSceneRendererBase &SceneRenderer, const TArray< FViewInfo > &Views, FRDGTextureRef ScreenShadowMaskTexture, const FFirstPersonSelfShadowInputs &Inputs, const FLightSceneInfo &LightSceneInfo)
 

Enumeration Type Documentation

◆ EFPLightSourceShape

enum class EFPLightSourceShape
strong
Enumerator
Directional 
Point 
Rect 
MAX 

Function Documentation

◆ CreateFirstPersonSelfShadowInputs()

FFirstPersonSelfShadowInputs CreateFirstPersonSelfShadowInputs ( FRDGBuilder GraphBuilder,
const TArray< FViewInfo > &  Views,
const FMinimalSceneTextures SceneTextures 
)

◆ IMPLEMENT_GLOBAL_SHADER() [1/4]

IMPLEMENT_GLOBAL_SHADER ( FFirstPersonSelfShadowBlurPS  ,
"/Engine/Private/FirstPersonSelfShadow.usf"  ,
"FirstPersonSelfShadowBlurPS"  ,
SF_Pixel   
)

◆ IMPLEMENT_GLOBAL_SHADER() [2/4]

IMPLEMENT_GLOBAL_SHADER ( FFirstPersonSelfShadowInputsDownsamplePS  ,
"/Engine/Private/FirstPersonSelfShadow.usf"  ,
"FirstPersonSelfShadowDownsamplePS"  ,
SF_Pixel   
)

◆ IMPLEMENT_GLOBAL_SHADER() [3/4]

IMPLEMENT_GLOBAL_SHADER ( FFirstPersonSelfShadowTracingPS  ,
"/Engine/Private/FirstPersonSelfShadow.usf"  ,
"FirstPersonSelfShadowTracePS"  ,
SF_Pixel   
)

◆ IMPLEMENT_GLOBAL_SHADER() [4/4]

IMPLEMENT_GLOBAL_SHADER ( FFirstPersonSelfShadowUpsamplePS  ,
"/Engine/Private/FirstPersonSelfShadow.usf"  ,
"FirstPersonSelfShadowUpsamplePS"  ,
SF_Pixel   
)

◆ LightCastsFirstPersonSelfShadow()

bool LightCastsFirstPersonSelfShadow ( const FLightSceneInfo LightSceneInfo)

◆ RenderFirstPersonSelfShadow()

void RenderFirstPersonSelfShadow ( FRDGBuilder GraphBuilder,
const FSceneRendererBase SceneRenderer,
const TArray< FViewInfo > &  Views,
FRDGTextureRef  ScreenShadowMaskTexture,
const FFirstPersonSelfShadowInputs Inputs,
const FLightSceneInfo LightSceneInfo 
)

◆ ShouldRenderFirstPersonSelfShadow()

bool ShouldRenderFirstPersonSelfShadow ( const FSceneViewFamily ViewFamily)

◆ ShouldRenderFirstPersonSelfShadowForLight()

bool ShouldRenderFirstPersonSelfShadowForLight ( const FSceneRendererBase SceneRenderer,
const FSceneViewFamily ViewFamily,
const TArray< FViewInfo > &  Views,
const FLightSceneInfo LightSceneInfo 
)