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

Classes

class  FHairEnvironmentAO
 
class  FHairEnvironmentLightingVS
 
class  FHairEnvironmentLightingPS
 

Enumerations

enum class  EHairLightingSourceType : uint8 { SceneColor = 0 , ReflectionProbe = 1 , Lumen = 2 , Count }
 
enum class  EHairLightingIntegrationType : uint8 {
  SceneColor = 0 , AdHoc = 1 , Uniform = 2 , SH = 3 ,
  Count
}
 

Functions

 DECLARE_GPU_STAT_NAMED (HairSkyLighting, TEXT("Hair Sky lighting"))
 
bool GetHairStrandsSkyLightingEnable ()
 
bool GetHairStrandsSkyLightingDebugEnable ()
 
 DECLARE_GPU_STAT_NAMED (HairStrandsReflectionEnvironment, TEXT("Hair Strands Reflection Environment"))
 
 IMPLEMENT_GLOBAL_SHADER (FHairEnvironmentAO, "/Engine/Private/HairStrands/HairStrandsEnvironmentAO.usf", "MainPS", SF_Pixel)
 
 IMPLEMENT_GLOBAL_SHADER (FHairEnvironmentLightingPS, "/Engine/Private/HairStrands/HairStrandsEnvironmentLighting.usf", "MainPS", SF_Pixel)
 
 IMPLEMENT_GLOBAL_SHADER (FHairEnvironmentLightingVS, "/Engine/Private/HairStrands/HairStrandsEnvironmentLighting.usf", "MainVS", SF_Vertex)
 
void RenderHairStrandsSceneColorScattering (FRDGBuilder &GraphBuilder, FRDGTextureRef SceneColorTexture, const FScene *Scene, TArrayView< const FViewInfo > Views)
 
void RenderHairStrandsLumenLighting (FRDGBuilder &GraphBuilder, const FScene *Scene, const FViewInfo &View)
 
void RenderHairStrandsEnvironmentLighting (FRDGBuilder &GraphBuilder, const FScene *Scene, const FViewInfo &View)
 
void RenderHairStrandsAmbientOcclusion (FRDGBuilder &GraphBuilder, const FViewInfo &View, const FRDGTextureRef &InAOTexture)
 

Enumeration Type Documentation

◆ EHairLightingIntegrationType

Enumerator
SceneColor 
AdHoc 
Uniform 
SH 
Count 

◆ EHairLightingSourceType

Enumerator
SceneColor 
ReflectionProbe 
Lumen 
Count 

Function Documentation

◆ DECLARE_GPU_STAT_NAMED() [1/2]

DECLARE_GPU_STAT_NAMED ( HairSkyLighting  ,
TEXT("Hair Sky lighting"  
)

◆ DECLARE_GPU_STAT_NAMED() [2/2]

DECLARE_GPU_STAT_NAMED ( HairStrandsReflectionEnvironment  ,
TEXT("Hair Strands Reflection Environment"  
)

◆ GetHairStrandsSkyLightingDebugEnable()

bool GetHairStrandsSkyLightingDebugEnable ( )

◆ GetHairStrandsSkyLightingEnable()

bool GetHairStrandsSkyLightingEnable ( )

◆ IMPLEMENT_GLOBAL_SHADER() [1/3]

IMPLEMENT_GLOBAL_SHADER ( FHairEnvironmentAO  ,
"/Engine/Private/HairStrands/HairStrandsEnvironmentAO.usf"  ,
"MainPS"  ,
SF_Pixel   
)

◆ IMPLEMENT_GLOBAL_SHADER() [2/3]

IMPLEMENT_GLOBAL_SHADER ( FHairEnvironmentLightingPS  ,
"/Engine/Private/HairStrands/HairStrandsEnvironmentLighting.usf"  ,
"MainPS"  ,
SF_Pixel   
)

◆ IMPLEMENT_GLOBAL_SHADER() [3/3]

IMPLEMENT_GLOBAL_SHADER ( FHairEnvironmentLightingVS  ,
"/Engine/Private/HairStrands/HairStrandsEnvironmentLighting.usf"  ,
"MainVS"  ,
SF_Vertex   
)

◆ RenderHairStrandsAmbientOcclusion()

void RenderHairStrandsAmbientOcclusion ( FRDGBuilder GraphBuilder,
const FViewInfo View,
const FRDGTextureRef InAOTexture 
)

◆ RenderHairStrandsEnvironmentLighting()

void RenderHairStrandsEnvironmentLighting ( FRDGBuilder GraphBuilder,
const FScene Scene,
const FViewInfo View 
)

◆ RenderHairStrandsLumenLighting()

void RenderHairStrandsLumenLighting ( FRDGBuilder GraphBuilder,
const FScene Scene,
const FViewInfo View 
)

◆ RenderHairStrandsSceneColorScattering()

void RenderHairStrandsSceneColorScattering ( FRDGBuilder GraphBuilder,
FRDGTextureRef  SceneColorTexture,
const FScene Scene,
TArrayView< const FViewInfo Views 
)