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| | IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT (FLandscapeUniformShaderParameters, "LandscapeParameters") |
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| | IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT (FLandscapeFixedGridUniformShaderParameters, "LandscapeFixedGrid") |
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| | IMPLEMENT_TYPE_LAYOUT (FLandscapeVertexFactoryVertexShaderParameters) |
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| | IMPLEMENT_TYPE_LAYOUT (FLandscapeVertexFactoryPixelShaderParameters) |
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| FAutoConsoleVariableRef | CVarLandscapeLOD0ScreenSizeOverride (TEXT("landscape.OverrideLOD0ScreenSize"), GLandscapeLOD0ScreenSizeOverride, TEXT("When > 0, force override the landscape LOD0ScreenSize property on all landscapes"), FConsoleVariableDelegate::CreateStatic(&OnCVarNeedingRenderStateInvalidationChanged), ECVF_Cheat) |
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| FAutoConsoleVariableRef | CVarLandscapeLOD0DistributionOverride (TEXT("landscape.OverrideLOD0Distribution"), GLandscapeLOD0DistributionOverride, TEXT("When > 0, force override the LOD0DistributionSetting property on all landscapes, and ignore r.LandscapeLOD0DistributionScale"), FConsoleVariableDelegate::CreateStatic(&OnCVarNeedingRenderStateInvalidationChanged), ECVF_Cheat) |
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| FAutoConsoleVariableRef | CVarLandscapeLODDistributionOverride (TEXT("landscape.OverrideLODDistribution"), GLandscapeLODDistributionOverride, TEXT("When > 0, force override the landscape LODDistributionSetting property on all landscapes, and ignore r.LandscapeLODDistributionScale"), FConsoleVariableDelegate::CreateStatic(&OnCVarNeedingRenderStateInvalidationChanged), ECVF_Cheat) |
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| FAutoConsoleVariableRef | CVarLandscapeLODBlendRangeOverride (TEXT("landscape.OverrideLODBlendRange"), GLandscapeLODBlendRangeOverride, TEXT("When > 0, force the LODBlendRange property on all landscapes"), FConsoleVariableDelegate::CreateStatic(&OnCVarNeedingRenderStateInvalidationChanged), ECVF_Cheat) |
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| FAutoConsoleVariableRef | CVarLandscapeNonNaniteVirtualShadowMapConstantDepthBiasOverrideOverride (TEXT("landscape.OverrideNonNaniteVirtualShadowMapConstantDepthBiasOverride"), GLandscapeNonNaniteVirtualShadowMapConstantDepthBiasOverride, TEXT("When > 0, force override the landscape NonNaniteVirtualShadowMapConstantDepthBias property on all landscapes"), FConsoleVariableDelegate::CreateStatic(&OnCVarNeedingRenderStateInvalidationChanged), ECVF_Cheat) |
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| FAutoConsoleVariableRef | CVarLandscapeNonNaniteVirtualShadowMapInvalidationHeightErrorThresholdOverride (TEXT("landscape.OverrideNonNaniteVirtualShadowMapInvalidationHeightErrorThreshold"), GLandscapeNonNaniteVirtualShadowMapInvalidationHeightErrorThresholdOverride, TEXT("When > 0, force override the landscape NonNaniteVirtualShadowMapInvalidationHeightErrorThreshold property on all landscapes"), FConsoleVariableDelegate::CreateStatic(&OnCVarNeedingRenderStateInvalidationChanged), ECVF_Cheat) |
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| FAutoConsoleVariableRef | CVarLandscapeNonNaniteVirtualShadowMapInvalidationScreenSizeLimitOverride (TEXT("landscape.OverrideNonNaniteVirtualShadowMapInvalidationScreenSizeLimit"), GLandscapeNonNaniteVirtualShadowMapInvalidationScreenSizeLimitOverride, TEXT("When > 0, force override the landscape NonNaniteVirtualShadowMapInvalidationScreenSizeLimit property on all landscapes"), FConsoleVariableDelegate::CreateStatic(&OnCVarNeedingRenderStateInvalidationChanged), ECVF_Cheat) |
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| FAutoConsoleVariableRef | CVarLandscapeLOD0DistributionScale (TEXT("r.LandscapeLOD0DistributionScale"), GLandscapeLOD0DistributionScale, TEXT("Multiplier for the landscape LOD0DistributionSetting property"), FConsoleVariableDelegate::CreateStatic(&OnCVarNeedingRenderStateInvalidationChanged), ECVF_Scalability) |
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| FAutoConsoleVariableRef | CVarLandscapeLODDistributionScale (TEXT("r.LandscapeLODDistributionScale"), GLandscapeLODDistributionScale, TEXT("Multiplier for the landscape LODDistributionSetting property"), FConsoleVariableDelegate::CreateStatic(&OnCVarNeedingRenderStateInvalidationChanged), ECVF_Scalability) |
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| FAutoConsoleVariableRef | CVarLandscapeAllowNonNaniteVirtualShadowMapInvalidation (TEXT("landscape.AllowNonNaniteVirtualShadowMapInvalidation"), GLandscapeAllowNonNaniteVirtualShadowMapInvalidation, TEXT("For non-Nanite landscape, cached virtual shadow map pages need to be invalidated when the vertex morphing introduces a height difference that is too large. This enables or disables this behavior entirely"), ECVF_RenderThreadSafe|ECVF_Scalability) |
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| FAutoConsoleVariableRef | CVarLandscapeNonNaniteVirtualShadowMapInvalidationLODAttenuationExponent (TEXT("landscape.NonNaniteVirtualShadowMapInvalidationLODAttenuationExponent"), GLandscapeNonNaniteVirtualShadowMapInvalidationLODAttenuationExponent, TEXT("For non-Nanite landscape, controls the shape of the curve of the attenuation of the virtual shadow map pages' invalidation rate (1 - X^N), where X is the relative LOD value (LODValue/NumMips in the [0,1] range) and N, the CVar"), ECVF_RenderThreadSafe|ECVF_Scalability) |
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| FAutoConsoleVariableRef | CVarLandscapeRuntimeVirtualTextureRenderWithQuad (TEXT("landscape.RuntimeVirtualTextureRenderWithQuad"), GLandscapeRuntimeVirtualTextureRenderWithQuad, TEXT("0 takes setting from landscape, 1 forces on, 2 forces off."), FConsoleVariableDelegate::CreateStatic(&OnCVarNeedingRenderStateInvalidationChanged), ECVF_RenderThreadSafe|ECVF_Scalability) |
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| bool | UE::Landscape::NeedsFixedGridVertexFactory (EShaderPlatform InShaderPlatform) |
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| bool | UE::Landscape::ShouldBuildGrassMapRenderingResources () |
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| | IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT (FLandscapeSectionLODUniformParameters, "LandscapeContinuousLODParameters") |
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| | IMPLEMENT_TYPE_LAYOUT (FLandscapeFixedGridVertexFactoryVertexShaderParameters) |
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| | IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT (FLandscapeVertexFactoryMVFParameters, "LandscapeMVF") |
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| | IMPLEMENT_VERTEX_FACTORY_PARAMETER_TYPE (FLandscapeVertexFactory, SF_Vertex, FLandscapeVertexFactoryVertexShaderParameters) |
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| | IMPLEMENT_VERTEX_FACTORY_PARAMETER_TYPE (FLandscapeVertexFactory, SF_Pixel, FLandscapeVertexFactoryPixelShaderParameters) |
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| | IMPLEMENT_VERTEX_FACTORY_TYPE (FLandscapeVertexFactory, "/Engine/Private/LandscapeVertexFactory.ush", EVertexFactoryFlags::UsedWithMaterials|EVertexFactoryFlags::SupportsStaticLighting|EVertexFactoryFlags::SupportsDynamicLighting|EVertexFactoryFlags::SupportsCachingMeshDrawCommands|EVertexFactoryFlags::SupportsRayTracing|EVertexFactoryFlags::SupportsRayTracingDynamicGeometry|EVertexFactoryFlags::SupportsLightmapBaking|EVertexFactoryFlags::SupportsPrimitiveIdStream|EVertexFactoryFlags::SupportsPSOPrecaching|EVertexFactoryFlags::SupportsLandscape) |
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| | IMPLEMENT_VERTEX_FACTORY_PARAMETER_TYPE (FLandscapeFixedGridVertexFactory, SF_Vertex, FLandscapeFixedGridVertexFactoryVertexShaderParameters) |
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| | IMPLEMENT_VERTEX_FACTORY_PARAMETER_TYPE (FLandscapeFixedGridVertexFactory, SF_Pixel, FLandscapeVertexFactoryPixelShaderParameters) |
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| | IMPLEMENT_VERTEX_FACTORY_TYPE (FLandscapeFixedGridVertexFactory, "/Engine/Private/LandscapeVertexFactory.ush", EVertexFactoryFlags::UsedWithMaterials|EVertexFactoryFlags::SupportsStaticLighting|EVertexFactoryFlags::SupportsDynamicLighting|EVertexFactoryFlags::SupportsCachingMeshDrawCommands|EVertexFactoryFlags::SupportsRayTracing|EVertexFactoryFlags::SupportsRayTracingDynamicGeometry|EVertexFactoryFlags::SupportsLightmapBaking|EVertexFactoryFlags::SupportsPrimitiveIdStream|EVertexFactoryFlags::SupportsPSOPrecaching|EVertexFactoryFlags::SupportsLumenMeshCards|EVertexFactoryFlags::SupportsLandscape) |
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