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| FVector4f | ComputeDeepShadowLayerDepths (float LayerDistribution) |
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| | IMPLEMENT_GLOBAL_SHADER (FHairStrandsClearTransmittanceMaskCS, "/Engine/Private/HairStrands/HairStrandsDeepTransmittanceMask.usf", "MainCS", SF_Compute) |
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| FHairStrandsTransmittanceMaskData | CreateDummyHairStrandsTransmittanceMaskData (FRDGBuilder &GraphBuilder, FGlobalShaderMap *ShaderMap) |
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| | IMPLEMENT_GLOBAL_SHADER (FHairStrandsVoxelTransmittanceMaskCS, "/Engine/Private/HairStrands/HairStrandsDeepTransmittanceMask.usf", "MainCS", SF_Compute) |
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| | IMPLEMENT_GLOBAL_SHADER (FHairStrandsDeepShadowTransmittanceMaskCS, "/Engine/Private/HairStrands/HairStrandsDeepTransmittanceMask.usf", "MainCS", SF_Compute) |
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| | IMPLEMENT_GLOBAL_SHADER (FHairStrandsVoxelShadowMaskPS, "/Engine/Private/HairStrands/HairStrandsDeepShadowMask.usf", "MainPS", SF_Pixel) |
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| | IMPLEMENT_GLOBAL_SHADER (FHairStrandsDeepShadowMaskPS, "/Engine/Private/HairStrands/HairStrandsDeepShadowMask.usf", "MainPS", SF_Pixel) |
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| FHairStrandsTransmittanceMaskData | RenderHairStrandsOnePassTransmittanceMask (FRDGBuilder &GraphBuilder, const FViewInfo &View, int32 ViewIndex, FRDGTextureRef ShadowMaskBits, FVirtualShadowMapArray &VirtualShadowMapArray) |
| | Output hair transmittance per hair sample for all lights using the forward cluster lights.
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| FHairStrandsTransmittanceMaskData | RenderHairStrandsTransmittanceMask (FRDGBuilder &GraphBuilder, const FViewInfo &View, int32 ViewIndex, const FLightSceneInfo *LightSceneInfo, const bool bProjectingForForwardShading, FRDGTextureRef ScreenShadowMaskSubPixelTexture) |
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| void | RenderHairStrandsShadowMask (FRDGBuilder &GraphBuilder, const TArray< FViewInfo > &Views, const FLightSceneInfo *LightSceneInfo, const TArrayView< FVisibleLightInfo > &VisibleLightInfos, const bool bProjectingForForwardShading, FRDGTextureRef OutShadowMask) |
| | Write opaque hair shadow onto screen shadow mask to have fine hair details cast onto opaque geometries.
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| void | RenderHairStrandsDeepShadowMask (FRDGBuilder &GraphBuilder, const TArray< FViewInfo > &Views, const FLightSceneInfo *LightSceneInfo, const TArrayView< FVisibleLightInfo > &VisibleLightInfos, FRDGTextureRef OutShadowMask) |
| | Write opaque hair shadow onto screen shadow mask to have fine hair details cast onto opaque geometries (deep shadow caster only)
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