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| EScalabilityMode | HeterogeneousVolumes::GetScalabilityMode () |
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| bool | HeterogeneousVolumes::SupportsLightType (uint32 LightType) |
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| bool | HeterogeneousVolumes::ShouldBoundsCull () |
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| bool | HeterogeneousVolumes::ShouldUseScreenTileClassification () |
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| bool | HeterogeneousVolumes::SupportsOverlappingVolumes () |
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| bool | HeterogeneousVolumes::UseExistenceMask () |
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| bool | HeterogeneousVolumes::UseReferenceFastPath () |
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| bool | HeterogeneousVolumes::ShadowsUseCameraSceneDepth () |
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| float | HeterogeneousVolumes::GetShadowNearClippingDistance () |
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| EAVSMSampleMode | HeterogeneousVolumes::GetAVSMSampleMode (bool bEnabled) |
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| | IMPLEMENT_TYPE_LAYOUT (FRenderLightingCacheLooseBindings) |
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| | IMPLEMENT_MATERIAL_SHADER_TYPE (, FRenderLightingCacheWithLiveShadingCS, TEXT("/Engine/Private/HeterogeneousVolumes/HeterogeneousVolumesLiveShadingPipeline.usf"), TEXT("RenderLightingCacheWithLiveShadingCS"), SF_Compute) |
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| | IMPLEMENT_MATERIAL_SHADER_TYPE (template<>, FRenderSingleScatteringWithLiveShadingDirectCS, TEXT("/Engine/Private/HeterogeneousVolumes/HeterogeneousVolumesLiveShadingPipeline.usf"), TEXT("RenderSingleScatteringWithLiveShadingCS"), SF_Compute) |
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| template<bool bWithLumen, HeterogeneousVolumes::EDispatchMode DispatchMode, typename ComputeShaderType > |
| void | AddComputePass (FRDGBuilder &GraphBuilder, TShaderRef< ComputeShaderType > &ComputeShader, typename ComputeShaderType::FParameters *PassParameters, const FScene *Scene, const FMaterialRenderProxy *MaterialRenderProxy, const FMaterial &Material, const FString &PassName, FIntVector GroupCount, FRDGBufferRef IndirectArgsBuffer, uint32 IndirectArgOffset) |
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| | IMPLEMENT_UNIFORM_BUFFER_STRUCT (FAdaptiveVolumetricShadowMaps, "AVSMs") |
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| FAdaptiveVolumetricShadowMapParameters | GetAdaptiveVolumetricShadowMapParametersFromUniformBuffer (const TRDGUniformBufferRef< FAdaptiveVolumetricShadowMapUniformBufferParameters > &UniformBuffer) |
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| TRDGUniformBufferRef< FAdaptiveVolumetricShadowMaps > | CreateAdaptiveVolumetricShadowMapUniformBuffers (FRDGBuilder &GraphBuilder, FSceneViewState *ViewState, const FLightSceneInfo *LightSceneInfo) |
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| | IMPLEMENT_GLOBAL_SHADER (FScreenTileClassificationCS, "/Engine/Private/HeterogeneousVolumes/HeterogeneousVolumesLiveShadingGlobalPipeline.usf", "ScreenTileClassificationCS", SF_Compute) |
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| template<HeterogeneousVolumes::EDispatchMode DispatchMode> |
| void | RenderSingleScatteringWithLiveShading (FRDGBuilder &GraphBuilder, const FScene *Scene, const FViewInfo &View, int32 ViewIndex, const FSceneTextures &SceneTextures, bool bApplyEmissionAndTransmittance, bool bApplyDirectLighting, bool bApplyShadowTransmittance, uint32 LightType, const FLightSceneInfo *LightSceneInfo, const FVisibleLightInfo *VisibleLightInfo, const FVirtualShadowMapArray &VirtualShadowMapArray, const IHeterogeneousVolumeInterface *HeterogeneousVolumeInterface, const FMaterialRenderProxy *DefaultMaterialRenderProxy, FPersistentPrimitiveIndex PersistentPrimitiveIndex, const FBoxSphereBounds LocalBoxSphereBounds, FRDGTextureRef LightingCacheTexture, FRDGTextureRef AmbientOcclusionTexture, FRDGTextureRef &HeterogeneousVolumeRadianceTexture, FRDGTextureRef &HeterogeneousVolumeVelocityTexture, FRDGTextureRef &HeterogeneousVolumeHoldoutTexture, FRDGTextureRef &HeterogeneousVolumeBeerShadowMapTexture) |
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| void | RenderWithLiveShading (FRDGBuilder &GraphBuilder, const FSceneTextures &SceneTextures, const FScene *Scene, const FViewInfo &View, int32 ViewIndex, TArray< FVisibleLightInfo, SceneRenderingAllocator > &VisibleLightInfos, const FVirtualShadowMapArray &VirtualShadowMapArray, const IHeterogeneousVolumeInterface *HeterogeneousVolumeInterface, const FMaterialRenderProxy *MaterialRenderProxy, const FPersistentPrimitiveIndex &PersistentPrimitiveIndex, const FBoxSphereBounds LocalBoxSphereBounds, FRDGTextureRef LightingCacheTexture, FRDGTextureRef &HeterogeneousVolumeRadiance, FRDGTextureRef &HeterogeneousVolumeVelocity, FRDGTextureRef &HeterogeneousVolumeHoldout, FRDGTextureRef &HeterogeneousVolumeBeerShadowMap) |
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| | IMPLEMENT_TYPE_LAYOUT (FRenderShadowMapLooseBindings) |
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| | IMPLEMENT_GLOBAL_SHADER (FClearVolumetricShadowMapCS, "/Engine/Private/HeterogeneousVolumes/HeterogeneousVolumesVoxelGridShadows.usf", "ClearVolumetricShadowMapCS", SF_Compute) |
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| void | ClearVolumetricShadowMap (FRDGBuilder &GraphBuilder, const FScene *Scene, const FViewInfo &View, FIntPoint ShadowMapResolution, FIntVector &GroupCount, FRDGBufferRef &VolumetricShadowLinkedListBuffer) |
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| | IMPLEMENT_MATERIAL_SHADER_TYPE (, FRenderVolumetricShadowMapForLightWithLiveShadingCS, TEXT("/Engine/Private/HeterogeneousVolumes/HeterogeneousVolumesLiveShadingShadows.usf"), TEXT("RenderVolumetricShadowMapForLightWithLiveShadingCS"), SF_Compute) |
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| void | CollectHeterogeneousVolumeMeshBatchesForView (const FViewInfo &View, bool bCollectForShadowCasting, TSet< FVolumetricMeshBatch > &HeterogeneousVolumesMeshBatches, FBoxSphereBounds::Builder &WorldBoundsBuilder) |
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| void | CollectHeterogeneousVolumeMeshBatchesForLightWithShadowIndex (const FLightSceneInfo *LightSceneInfo, const FVisibleLightInfo *VisibleLightInfo, int32 ShadowIndexDiscard, const FViewInfo &View, TSet< FVolumetricMeshBatch > &HeterogeneousVolumesMeshBatches, FBoxSphereBounds::Builder &WorldBoundsBuilder) |
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| bool | RenderVolumetricShadowMapForLightForHeterogeneousVolumeWithLiveShading (FRDGBuilder &GraphBuilder, const FSceneTextures &SceneTextures, FScene *Scene, FViewInfo &View, uint32 LightType, const FLightSceneInfo *LightSceneInfo, const FVisibleLightInfo *VisibleLightInfo, HeterogeneousVolumes::EShadowType ShadowType, HeterogeneousVolumes::FLODInfo LODInfo, const FVector3f *TranslatedWorldOrigin, int32 NumShadowMatrices, FMatrix44f *TranslatedWorldToShadow, FMatrix44f *ShadowToTranslatedWorld, FIntPoint ShadowMapResolution, uint32 MaxSampleCount, float MaxShadowTraceDistance, bool bUseCameraSceneDepth, const FVolumetricMeshBatch &VolumetricMeshBatch, FIntVector &GroupCount, FRDGTextureRef &BeerShadowMapTexture, FRDGBufferRef &VolumetricShadowLinkedListBuffer) |
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| FVector | FloorToDouble (const FVector Vec) |
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| TArray< FVector > | GetFrustumVertices (const FMatrix &ClipToWorld) |
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| TArray< FVector > | TransformVertices (const TArray< FVector > &Vertices, const FMatrix &ToMatrix) |
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| bool | RenderVolumetricShadowMapForLightWithLiveShading (FRDGBuilder &GraphBuilder, const FSceneTextures &SceneTextures, FScene *Scene, FViewInfo &View, uint32 LightType, const FLightSceneInfo *LightSceneInfo, const FVisibleLightInfo *VisibleLightInfo, bool &bIsDirectionalLight, FVector3f *TranslatedWorldOrigin, FVector4f *TranslatedWorldPlane, FMatrix44f *TranslatedWorldToShadow, FVector4f *SplitDepths, FIntVector &GroupCount, int32 &NumShadowMatrices, FIntPoint &ShadowMapResolution, uint32 &MaxSampleCount, FRDGTextureRef &BeerShadowMapTexture, FRDGBufferRef &VolumetricShadowLinkedListBuffer) |
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| void | RenderAdaptiveVolumetricShadowMapWithLiveShading (FRDGBuilder &GraphBuilder, const FSceneTextures &SceneTextures, FScene *Scene, FViewInfo &View, TArray< FVisibleLightInfo, SceneRenderingAllocator > &VisibleLightInfos) |
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| void | RenderAdaptiveVolumetricCameraMapWithLiveShading (FRDGBuilder &GraphBuilder, const FSceneTextures &SceneTextures, FScene *Scene, FViewInfo &View) |
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| | IMPLEMENT_GLOBAL_SHADER (FRenderVolumetricShadowMaskCS, "/Engine/Private/HeterogeneousVolumes/HeterogeneousVolumesShadowMask.usf", "RenderVolumetricShadowMaskCS", SF_Compute) |
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| bool | RenderVolumetricShadowMaskForLight (FRDGBuilder &GraphBuilder, const FViewInfo &View, const FLightSceneInfo *LightSceneInfo, FRDGTextureRef ShadowMaskTexture, FRDGTextureRef &VolumetricShadowMaskTexture) |
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| | DECLARE_GPU_STAT_NAMED (VolumetricShadowMask, TEXT("Volumetric Shadow Mask")) |
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| bool | ShouldRenderVolumetricShadowMaskForLight (FRDGBuilder &GraphBuilder, const TConstArrayView< FViewInfo > &Views, const FLightSceneInfo *LightSceneInfo) |
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| void | RenderVolumetricShadowMaskForLight (FRDGBuilder &GraphBuilder, const FSceneTexturesConfig &Config, const TConstArrayView< FViewInfo > &Views, uint32 LightType, const FLightSceneInfo *LightSceneInfo, FRDGTextureRef &ScreenShadowMaskTexture) |
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