UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
HairStrandsTransmittance.h File Reference
#include "CoreMinimal.h"
#include "RendererInterface.h"
#include "RenderGraphResources.h"

Go to the source code of this file.

Classes

struct  FHairStrandsTransmittanceMaskData
 

Functions

void RenderHairStrandsShadowMask (FRDGBuilder &GraphBuilder, const TArray< FViewInfo > &Views, const FLightSceneInfo *LightSceneInfo, const TArrayView< FVisibleLightInfo > &VisibleLightInfos, const bool bProjectingForForwardShading, FRDGTextureRef ScreenShadowMaskTexture)
 Write opaque hair shadow onto screen shadow mask to have fine hair details cast onto opaque geometries.
 
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)
 
FHairStrandsTransmittanceMaskData RenderHairStrandsTransmittanceMask (FRDGBuilder &GraphBuilder, const FViewInfo &View, int32 ViewIndex, const class FLightSceneInfo *LightSceneInfo, const bool bProjectingForForwardShading, FRDGTextureRef ScreenShadowMaskSubPixelTexture)
 Output hair transmittance per hair sample for a given light.
 
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.
 

Function Documentation

◆ RenderHairStrandsDeepShadowMask()

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)

◆ RenderHairStrandsOnePassTransmittanceMask()

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.

◆ RenderHairStrandsShadowMask()

void RenderHairStrandsShadowMask ( FRDGBuilder GraphBuilder,
const TArray< FViewInfo > &  Views,
const FLightSceneInfo LightSceneInfo,
const TArrayView< FVisibleLightInfo > &  VisibleLightInfos,
const bool  bProjectingForForwardShading,
FRDGTextureRef  ScreenShadowMaskTexture 
)

Write opaque hair shadow onto screen shadow mask to have fine hair details cast onto opaque geometries.

◆ RenderHairStrandsTransmittanceMask()

FHairStrandsTransmittanceMaskData RenderHairStrandsTransmittanceMask ( FRDGBuilder GraphBuilder,
const FViewInfo View,
int32  ViewIndex,
const class FLightSceneInfo LightSceneInfo,
const bool  bProjectingForForwardShading,
FRDGTextureRef  ScreenShadowMaskSubPixelTexture 
)

Output hair transmittance per hair sample for a given light.