Go to the source code of this file.
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| uint32 | GetShadowQuality () |
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| float | GetLightFadeFactor (const FSceneView &View, const FLightSceneProxy *Proxy) |
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| uint32 | GetShadowedBits (const FSceneView &View, const FLightSceneInfo &LightSceneInfo, bool bUseLightFunctionAtlas=false) |
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| FDeferredLightUniformStruct | GetDeferredLightParameters (const FSceneView &View, const FLightSceneInfo &LightSceneInfo, bool bUseLightFunctionAtlas=false, uint32 LightFlags=0) |
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| void | SetDeferredLightParameters (FRHIBatchedShaderParameters &BatchedParameters, const TShaderUniformBufferParameter< FDeferredLightUniformStruct > &DeferredLightUniformBufferParameter, const FLightSceneInfo *LightSceneInfo, const FSceneView &View, bool bUseLightFunctionAtlas) |
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| FDeferredLightUniformStruct | GetSimpleDeferredLightParameters (const FSceneView &View, const FSimpleLightEntry &SimpleLight, const FSimpleLightPerViewEntry &SimpleLightPerViewData) |
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| void | SetSimpleDeferredLightParameters (FRHIBatchedShaderParameters &BatchedParameters, const TShaderUniformBufferParameter< FDeferredLightUniformStruct > &DeferredLightUniformBufferParameter, const FSimpleLightEntry &SimpleLight, const FSimpleLightPerViewEntry &SimpleLightPerViewData, const FSceneView &View) |
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| ELightOcclusionType | GetLightOcclusionType (const FLightSceneProxy &Proxy, const FSceneViewFamily &ViewFamily) |
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| ELightOcclusionType | GetLightOcclusionType (const FLightSceneInfoCompact &LightInfo, const FSceneViewFamily &ViewFamily) |
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◆ ELightOcclusionType
| Enumerator |
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| Shadowmap | |
| Raytraced | |
| MegaLights | |
| MegaLightsVSM | |
◆ GetDeferredLightParameters()
◆ GetLightFadeFactor()
◆ GetLightOcclusionType() [1/2]
◆ GetLightOcclusionType() [2/2]
◆ GetShadowedBits()
◆ GetShadowQuality()
Uniform buffer for rendering deferred lights.
◆ GetSimpleDeferredLightParameters()
◆ SetDeferredLightParameters()
◆ SetSimpleDeferredLightParameters()