UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
LightSceneProxy.h
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1// Copyright Epic Games, Inc. All Rights Reserved.
2
3#pragma once
4
6#include "Math/Color.h"
7#include "Math/MathFwd.h"
8#include "Math/Vector.h"
9#include "UObject/NameTypes.h"
10
11class ULightComponent;
13struct FViewMatrices;
15class FSceneView;
20class FRHICommandList;
21class FLightSceneInfo;
23class FTexture;
24
29
30// Hacky base class to avoid 8 bytes of padding after the vtable
32{
33public:
34 virtual ~FLightSceneProxyFixLayout() = default;
35};
36
43{
44public:
45
49
55 virtual bool AffectsBounds(const FBoxSphereBounds& Bounds) const
56 {
57 return true;
58 }
59
62
63 ENGINE_API virtual FSphere GetBoundingSphere() const;
64
66 virtual float GetRadius() const { return FLT_MAX; }
67 virtual float GetOuterConeAngle() const { return 0.0f; }
68 virtual float GetSourceRadius() const { return 0.0f; }
69 virtual bool IsInverseSquared() const { return true; }
70 virtual bool IsRectLight() const { return false; }
71 virtual bool IsLocalLight() const { return false; }
72 virtual bool HasSourceTexture() const { return false; }
73 virtual float GetLightSourceAngle() const { return 0.0f; }
74 virtual float GetShadowSourceAngleFactor() const { return 1.0f; }
75 virtual float GetTraceDistance() const { return 0.0f; }
76
77 // TODO: refactor this to move into the shadow scene renderer
78 virtual float GetEffectiveScreenRadius(const FViewMatrices& ShadowViewMatrices, const FIntPoint& CameraViewRectSize) const { return 0.0f; }
79
80 UE_DEPRECATED(5.1, "The GetEffectiveScreenRadius() that uses the screen-percentage scaled view rect (above) is used now.")
81 virtual float GetEffectiveScreenRadius(const FViewMatrices& ShadowViewMatrices) const { return 0.0f; }
82
85
87 {
88 return FVector2D(0, 0);
89 }
90
92 {
93 return 0;
94 }
95
97 {
100 return false;
101 }
102
104 {
105 return GetPosition();
106 }
107
116
119
121 ENGINE_API virtual bool UseCSMForDynamicObjects() const;
122
124 {
125 return VSMTexelDitherScale;
126 }
127
129 {
131 }
132
134 virtual uint32 GetNumViewDependentWholeSceneShadows(const FSceneView& View, bool bPrecomputedLightingIsValid) const { return 0; }
135
142 const FSceneView& View,
144 bool bPrecomputedLightingIsValid,
146 {
147 return false;
148 }
149
157 {
158 return false;
159 }
160
161 // @param InCascadeIndex cascade index or INDEX_NONE for the distance field cascade
162 // @param OutCascadeSettings can be 0
163 virtual FSphere GetShadowSplitBounds(const FSceneView& View, int32 InCascadeIndex, bool bPrecomputedLightingIsValid, FShadowCascadeSettings* OutCascadeSettings) const { return FSphere(FVector::ZeroVector, 0); }
164 virtual FSphere GetShadowSplitBoundsDepthRange(const FSceneView& View, FVector ViewOrigin, float SplitNear, float SplitFar, FShadowCascadeSettings* OutCascadeSettings) const { return FSphere(FVector::ZeroVector, 0); }
165
166 ENGINE_API virtual bool GetScissorRect(FIntRect& ScissorRect, const FSceneView& View, const FIntRect& ViewRect) const;
167
168 // @param OutScissorRect the scissor rect used if one is set
169 // @return whether a scissor rect is set
170 virtual bool SetScissorRect(FRHICommandList& RHICmdList, const FSceneView& View, const FIntRect& ViewRect, FIntRect* OutScissorRect = nullptr) const
171 {
172 return false;
173 }
174
175 virtual bool ShouldCreateRayTracedCascade(ERHIFeatureLevel::Type Type, bool bPrecomputedLightingIsValid, int32 MaxNearCascades) const { return false; }
176
177 // Accessors.
178 float GetUserShadowBias() const { return ShadowBias; }
179 float GetUserShadowSlopeBias() const { return ShadowSlopeBias; }
180
186 inline const ULightComponent* GetLightComponent() const { return LightComponent; }
189 inline const FMatrix& GetWorldToLight() const { return WorldToLight; }
190 inline const FMatrix& GetLightToWorld() const { return LightToWorld; }
191 inline FVector GetDirection() const { return FVector(WorldToLight.M[0][0], WorldToLight.M[1][0], WorldToLight.M[2][0]); }
192 inline FVector GetOrigin() const { return LightToWorld.GetOrigin(); }
193 inline FVector4 GetPosition() const { return Position; }
194 inline const FLinearColor& GetColor() const { return Color; }
195 inline float GetIndirectLightingScale() const { return IndirectLightingScale; }
197 inline float GetRayEndBias() const { return RayEndBias; }
198 inline float GetShadowResolutionScale() const { return ShadowResolutionScale; }
199 inline FGuid GetLightGuid() const { return LightGuid; }
200 inline float GetShadowSharpen() const { return ShadowSharpen; }
201 inline float GetContactShadowLength() const { return ContactShadowLength; }
205 inline float GetSpecularScale() const { return SpecularScale; }
206 inline float GetDiffuseScale() const { return DiffuseScale; }
213 inline bool IsMovable() const { return bMovable; }
214 inline bool HasStaticLighting() const { return bStaticLighting; }
215 inline bool HasStaticShadowing() const { return bStaticShadowing; }
216 inline bool CastsDynamicShadow() const { return bCastDynamicShadow; }
217 inline bool CastsStaticShadow() const { return bCastStaticShadow; }
218 inline bool AllowMegaLights() const { return bAllowMegaLights; }
220 inline bool CastsTranslucentShadows() const { return bCastTranslucentShadows; }
221 inline bool CastsVolumetricShadow() const { return bCastVolumetricShadow; }
224 inline bool AffectReflection() const { return bAffectReflection; }
227 inline bool CastsModulatedShadows() const { return bCastModulatedShadows; }
229 inline const float GetShadowAmount() const { return ShadowAmount; }
231 inline bool Transmission() const { return bTransmission; }
233 inline bool UseVirtualShadowMaps() const { return bUseVirtualShadowMaps; }
235 inline uint8 GetLightType() const { return LightType; }
238 inline FName GetComponentFName() const { return ComponentName; }
239
240 inline bool IsSelected() const { return bSelected; }
242
247#if ACTOR_HAS_LABELS
248 inline const FString& GetOwnerNameOrLabel() const { return OwnerNameOrLabel; }
249#else
250 inline FString GetOwnerNameOrLabel() const { return ComponentName.ToString(); }
251#endif
252
253 inline FName GetLevelName() const { return LevelName; }
254 inline TStatId GetStatId() const
255 {
256 return StatId;
257 }
258 inline int32 GetShadowMapChannel() const { return ShadowMapChannel; }
260
262
264
265 inline uint32 GetSamplesPerPixel() const { return SamplesPerPixel; }
272 ENGINE_API virtual void ApplyWorldOffset(FVector InOffset);
273
274 virtual float GetMaxDrawDistance() const { return 0.0f; }
275 virtual float GetFadeRange() const { return 0.0f; }
276
277 // Atmosphere / Fog related functions.
278
284 virtual FLinearColor GetOuterSpaceIlluminance() const { return GetColor(); }
288 virtual bool GetPerPixelTransmittanceEnabled() const { return false; }
290 {
291 const float SunOnEarthApexAngleDegree = 0.545f; // Apex angle == angular diameter
292 return 0.5f * SunOnEarthApexAngleDegree * UE_PI / 180.0f;
293 }
298
299 virtual bool GetCastShadowsOnClouds() const { return false; }
300 virtual bool GetCastShadowsOnAtmosphere() const { return false; }
301 virtual bool GetCastCloudShadows() const { return false; }
302 virtual float GetCloudShadowExtent() const { return 1.0f; }
303 virtual float GetCloudShadowMapResolutionScale() const { return 1.0f; }
304 virtual float GetCloudShadowRaySampleCountScale() const { return 1.0f; }
305 virtual float GetCloudShadowStrength() const { return 1.0f; }
306 virtual float GetCloudShadowOnAtmosphereStrength() const { return 1.0f; }
307 virtual float GetCloudShadowOnSurfaceStrength() const { return 1.0f; }
308 virtual float GetCloudShadowDepthBias() const { return 0.0f; }
310 virtual bool GetUsePerPixelAtmosphereTransmittance() const { return false; }
311
312 inline void SetLightFunctionAtlasIndices(uint8 LightIndex) { LightFunctionAtlasLightIndex = LightIndex; }
315
316protected:
317
318 friend class FScene;
319 friend class FLightSceneInfo;
320
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404
407
408 /* True if the light's Mobility is set to Movable. */
409 const uint8 bMovable : 1;
410
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536
538 ENGINE_API void SetColor(const FLinearColor& InColor);
539
540private:
541#if ACTOR_HAS_LABELS
542 // May store the label or name of the actor containing the component or if there is no actor the name of the component itself
543 FString OwnerNameOrLabel;
544#endif
545};
FPlatformTypes::int32 int32
A 32-bit signed integer.
Definition Platform.h:1125
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition SharedPointer.h:127
#define FVector
Definition IOSSystemIncludes.h:8
ELightShaderParameterFlags
Definition LightSceneProxy.h:26
@ RectAsSpotLight
Definition LightSceneProxy.h:27
UE::Math::TVector2< double > FVector2D
Definition MathFwd.h:48
UE::Math::TSphere< double > FSphere
Definition MathFwd.h:54
#define UE_PI
Definition UnrealMathUtility.h:129
uint8_t uint8
Definition binka_ue_file_header.h:8
uint32_t uint32
Definition binka_ue_file_header.h:6
Definition LightSceneInfo.h:208
Definition LightSceneProxy.h:32
virtual ~FLightSceneProxyFixLayout()=default
Definition LightSceneProxy.h:43
uint8 bTransmission
Definition LightSceneProxy.h:434
const uint8 bCastStaticShadow
Definition LightSceneProxy.h:428
uint8 bStaticShadowing
Definition LightSceneProxy.h:422
virtual float GetCloudShadowExtent() const
Definition LightSceneProxy.h:302
virtual FLinearColor GetSunIlluminanceAccountingForSkyAtmospherePerPixelTransmittance() const
Definition LightSceneProxy.h:287
const FLinearColor & GetModulatedShadowColor() const
Definition LightSceneProxy.h:228
const FMaterialRenderProxy * GetLightFunctionMaterial() const
Definition LightSceneProxy.h:212
const TEnumAsByte< EMegaLightsShadowMethod::Type > MegaLightsShadowMethod
Definition LightSceneProxy.h:476
uint8 bCastModulatedShadows
Definition LightSceneProxy.h:464
ENGINE_API void SetTransmission_GameThread(const ULightComponent *Component)
Definition LightSceneProxy.cpp:203
const FMaterialRenderProxy * LightFunctionMaterial
Definition LightSceneProxy.h:397
bool IsSelected() const
Definition LightSceneProxy.h:240
UTextureLightProfile * GetIESTexture() const
Definition LightSceneProxy.h:210
const uint8 bUseRayTracedDistanceFieldShadows
Definition LightSceneProxy.h:458
ENGINE_API void SetTransform(const FMatrix &InLightToWorld, const FVector4 &InPosition)
Definition LightSceneProxy.cpp:171
virtual float GetLightSourceAngle() const
Definition LightSceneProxy.h:73
virtual bool SetScissorRect(FRHICommandList &RHICmdList, const FSceneView &View, const FIntRect &ViewRect, FIntRect *OutScissorRect=nullptr) const
Definition LightSceneProxy.h:170
float ContactShadowLength
Definition LightSceneProxy.h:363
FVector GetLightFunctionScale() const
Definition LightSceneProxy.h:207
virtual float GetRadius() const
Definition LightSceneProxy.h:66
TEnumAsByte< ECastRayTracedShadow::Type > CastsRaytracedShadow() const
Definition LightSceneProxy.h:223
int32 PreviewShadowMapChannel
Definition LightSceneProxy.h:387
bool CastsShadowsFromCinematicObjectsOnly() const
Definition LightSceneProxy.h:226
virtual bool GetUsePerPixelAtmosphereTransmittance() const
Definition LightSceneProxy.h:310
virtual ENGINE_API FSphere GetBoundingSphere() const
Definition LightSceneProxy.cpp:190
const class FStaticShadowDepthMap * GetStaticShadowDepthMap() const
Definition LightSceneProxy.h:261
uint8 GetAtmosphereSunLightIndex() const
Definition LightSceneProxy.h:280
FName GetLevelName() const
Definition LightSceneProxy.h:253
float ShadowAmount
Definition LightSceneProxy.h:519
float GetShadowResolutionScale() const
Definition LightSceneProxy.h:198
FLinearColor AtmosphereSunDiskColorScale
Definition LightSceneProxy.h:487
FVector GetOrigin() const
Definition LightSceneProxy.h:192
virtual float GetOuterConeAngle() const
Definition LightSceneProxy.h:67
virtual bool GetCastShadowsOnAtmosphere() const
Definition LightSceneProxy.h:300
virtual bool IsLocalLight() const
Definition LightSceneProxy.h:71
FVector4 Position
Definition LightSceneProxy.h:331
float LightFunctionDisabledBrightness
Definition LightSceneProxy.h:396
void SetSelected(bool bNewSelected)
Definition LightSceneProxy.h:241
int32 GetPreviewShadowMapChannel() const
Definition LightSceneProxy.h:259
const uint8 bAffectReflection
Definition LightSceneProxy.h:446
bool CastsModulatedShadows() const
Definition LightSceneProxy.h:227
float GetVSMTexelDitherScale() const
Definition LightSceneProxy.h:123
const FMatrix & GetLightToWorld() const
Definition LightSceneProxy.h:190
float VSMTexelDitherScale
Definition LightSceneProxy.h:505
uint8 bUseWholeSceneCSMForMovableObjects
Definition LightSceneProxy.h:467
uint8 GetLightingChannelMask() const
Definition LightSceneProxy.h:236
float VSMResolutionLodBias
Definition LightSceneProxy.h:507
bool AffectGlobalIllumination() const
Definition LightSceneProxy.h:225
bool AffectReflection() const
Definition LightSceneProxy.h:224
bool Transmission() const
Definition LightSceneProxy.h:231
virtual FLinearColor GetAtmosphereTransmittanceTowardSun() const
Definition LightSceneProxy.h:285
float RayEndBias
Definition LightSceneProxy.h:349
float GetDeepShadowLayerDistribution() const
Definition LightSceneProxy.h:266
float IndirectLightingScale
Definition LightSceneProxy.h:343
bool HasValidLightFunctionAtlasSlot() const
Definition LightSceneProxy.h:313
FString GetOwnerNameOrLabel() const
Definition LightSceneProxy.h:250
virtual ENGINE_API bool ShouldCreatePerObjectShadowsForDynamicObjects() const
Definition LightSceneProxy.cpp:153
const uint8 LightType
Definition LightSceneProxy.h:490
virtual float GetCloudShadowMapResolutionScale() const
Definition LightSceneProxy.h:303
const float GetShadowAmount() const
Definition LightSceneProxy.h:229
float GetVSMResolutionLodBias() const
Definition LightSceneProxy.h:128
float LightFunctionFadeDistance
Definition LightSceneProxy.h:395
virtual FSphere GetShadowSplitBoundsDepthRange(const FSceneView &View, FVector ViewOrigin, float SplitNear, float SplitFar, FShadowCascadeSettings *OutCascadeSettings) const
Definition LightSceneProxy.h:164
FVector4 GetPosition() const
Definition LightSceneProxy.h:193
const uint8 bCastVolumetricShadow
Definition LightSceneProxy.h:436
bool HasStaticLighting() const
Definition LightSceneProxy.h:214
bool CastsHairStrandsDeepShadow() const
Definition LightSceneProxy.h:222
uint8 GetViewLightingChannelMask() const
Definition LightSceneProxy.h:237
virtual FLinearColor GetCloudScatteredLuminanceScale() const
Definition LightSceneProxy.h:309
uint32 IESAtlasId
Definition LightSceneProxy.h:528
UE_DEPRECATED(5.1, "The GetEffectiveScreenRadius() that uses the screen-percentage scaled view rect (above) is used now.") virtual float GetEffectiveScreenRadius(const FViewMatrices &ShadowViewMatrices) const
Definition LightSceneProxy.h:80
virtual FVector2D GetDirectionalLightDistanceFadeParameters(ERHIFeatureLevel::Type InFeatureLevel, bool bPrecomputedLightingIsValid, int32 MaxNearCascades) const
Definition LightSceneProxy.h:86
FMatrix WorldToLight
Definition LightSceneProxy.h:337
float GetUserShadowBias() const
Definition LightSceneProxy.h:178
int32 ShadowMapChannel
Definition LightSceneProxy.h:384
UTextureLightProfile * IESTexture
Definition LightSceneProxy.h:403
uint8 bCastDynamicShadow
Definition LightSceneProxy.h:425
virtual float GetCloudShadowDepthBias() const
Definition LightSceneProxy.h:308
uint8 bSelected
Definition LightSceneProxy.h:470
virtual float GetFadeRange() const
Definition LightSceneProxy.h:275
const uint8 bAllowMegaLights
Definition LightSceneProxy.h:473
virtual bool IsInverseSquared() const
Definition LightSceneProxy.h:69
const FLinearColor & GetColor() const
Definition LightSceneProxy.h:194
FSceneInterface * GetSceneInterface() const
Definition LightSceneProxy.h:187
void SetLightFunctionAtlasIndices(uint8 LightIndex)
Definition LightSceneProxy.h:312
float GetDiffuseScale() const
Definition LightSceneProxy.h:206
float GetUserShadowSlopeBias() const
Definition LightSceneProxy.h:179
virtual bool GetLightShaftOcclusionParameters(float &OutOcclusionMaskDarkness, float &OutOcclusionDepthRange) const
Definition LightSceneProxy.h:96
TStatId StatId
Definition LightSceneProxy.h:496
const uint8 bCastHairStrandsDeepShadow
Definition LightSceneProxy.h:437
float ContactShadowNonCastingIntensity
Definition LightSceneProxy.h:369
virtual float GetSourceRadius() const
Definition LightSceneProxy.h:68
float ShadowSlopeBias
Definition LightSceneProxy.h:357
virtual ENGINE_API bool GetScissorRect(FIntRect &ScissorRect, const FSceneView &View, const FIntRect &ViewRect) const
Definition LightSceneProxy.cpp:165
virtual bool ShouldCreateRayTracedCascade(ERHIFeatureLevel::Type Type, bool bPrecomputedLightingIsValid, int32 MaxNearCascades) const
Definition LightSceneProxy.h:175
float GetVolumetricScatteringIntensity() const
Definition LightSceneProxy.h:196
float FarShadowDistance
Definition LightSceneProxy.h:510
float DiffuseScale
Definition LightSceneProxy.h:375
virtual ENGINE_API ~FLightSceneProxy()
ENGINE_API void SetLightFunctionMaterial_GameThread(const ULightComponent *Component)
Definition LightSceneProxy.cpp:219
virtual float GetSunLightHalfApexAngleRadian() const
Definition LightSceneProxy.h:297
float GetShadowSharpen() const
Definition LightSceneProxy.h:200
const uint8 AtmosphereSunLightIndex
Definition LightSceneProxy.h:485
float VolumetricScatteringIntensity
Definition LightSceneProxy.h:346
FName GetComponentFName() const
Definition LightSceneProxy.h:238
virtual bool GetWholeSceneProjectedShadowInitializer(const FSceneViewFamily &ViewFamily, TArray< FWholeSceneProjectedShadowInitializer, TInlineAllocator< 6 > > &OutInitializers) const
Definition LightSceneProxy.h:112
FLinearColor ModulatedShadowColor
Definition LightSceneProxy.h:516
float ShadowResolutionScale
Definition LightSceneProxy.h:351
bool CastsTranslucentShadows() const
Definition LightSceneProxy.h:220
bool HasStaticShadowing() const
Definition LightSceneProxy.h:215
virtual float GetShadowSourceAngleFactor() const
Definition LightSceneProxy.h:74
float GetIndirectLightingScale() const
Definition LightSceneProxy.h:195
bool AllowMegaLights() const
Definition LightSceneProxy.h:218
virtual float GetMaxDrawDistance() const
Definition LightSceneProxy.h:274
FGuid LightGuid
Definition LightSceneProxy.h:378
FSceneInterface * SceneInterface
Definition LightSceneProxy.h:325
virtual float GetTraceDistance() const
Definition LightSceneProxy.h:75
float GetRayEndBias() const
Definition LightSceneProxy.h:197
float GetContactShadowLength() const
Definition LightSceneProxy.h:201
float SpecularScale
Definition LightSceneProxy.h:372
const uint8 bForceCachedShadowsForMovablePrimitives
Definition LightSceneProxy.h:440
bool CastsVolumetricShadow() const
Definition LightSceneProxy.h:221
float ContactShadowCastingIntensity
Definition LightSceneProxy.h:366
FLinearColor GetAtmosphereSunDiskColorScale() const
Definition LightSceneProxy.h:281
bool IsMovable() const
Definition LightSceneProxy.h:213
static float GetSunOnEarthHalfApexAngleRadian()
Definition LightSceneProxy.h:289
virtual ENGINE_API void ApplyWorldOffset(FVector InOffset)
Definition LightSceneProxy.cpp:183
virtual float GetEffectiveScreenRadius(const FViewMatrices &ShadowViewMatrices, const FIntPoint &CameraViewRectSize) const
Definition LightSceneProxy.h:78
bool GetForceCachedShadowsForMovablePrimitives() const
Definition LightSceneProxy.h:263
uint8 LightFunctionAtlasLightIndex
Definition LightSceneProxy.h:482
FVector GetDirection() const
Definition LightSceneProxy.h:191
float ShadowSharpen
Definition LightSceneProxy.h:360
virtual FSphere GetShadowSplitBounds(const FSceneView &View, int32 InCascadeIndex, bool bPrecomputedLightingIsValid, FShadowCascadeSettings *OutCascadeSettings) const
Definition LightSceneProxy.h:163
virtual uint32 GetNumViewDependentWholeSceneShadows(const FSceneView &View, bool bPrecomputedLightingIsValid) const
Definition LightSceneProxy.h:134
const FMatrix & GetWorldToLight() const
Definition LightSceneProxy.h:189
uint32 GetSamplesPerPixel() const
Definition LightSceneProxy.h:265
virtual float GetCloudShadowRaySampleCountScale() const
Definition LightSceneProxy.h:304
virtual int32 GetDirectionalLightForwardShadingPriority() const
Definition LightSceneProxy.h:91
virtual ENGINE_API bool UseCSMForDynamicObjects() const
Definition LightSceneProxy.cpp:160
uint8 GetLightFunctionAtlasLightIndex() const
Definition LightSceneProxy.h:314
FVector LightFunctionScale
Definition LightSceneProxy.h:394
virtual bool GetPerObjectProjectedShadowInitializer(const FBoxSphereBounds &SubjectBounds, FPerObjectProjectedShadowInitializer &OutInitializer) const
Definition LightSceneProxy.h:156
float ShadowBias
Definition LightSceneProxy.h:354
virtual bool GetViewDependentWholeSceneProjectedShadowInitializer(const FSceneView &View, int32 InCascadeIndex, bool bPrecomputedLightingIsValid, FWholeSceneProjectedShadowInitializer &OutInitializer) const
Definition LightSceneProxy.h:141
FName LevelName
Definition LightSceneProxy.h:502
bool CastsDynamicShadow() const
Definition LightSceneProxy.h:216
float GetLightFunctionFadeDistance() const
Definition LightSceneProxy.h:208
virtual bool IsRectLight() const
Definition LightSceneProxy.h:70
uint8 ViewLightingChannelMask
Definition LightSceneProxy.h:493
bool UseRayTracedDistanceFieldShadows() const
Definition LightSceneProxy.h:232
class FLightSceneInfo * LightSceneInfo
Definition LightSceneProxy.h:328
virtual FLinearColor GetOuterSpaceIlluminance() const
Definition LightSceneProxy.h:284
float GetSpecularScale() const
Definition LightSceneProxy.h:205
virtual void SetAtmosphereRelatedProperties(FLinearColor TransmittanceTowardSunIn, FLinearColor SunDiscOuterSpaceLuminanceIn)
Definition LightSceneProxy.h:282
virtual FLinearColor GetOuterSpaceLuminance() const
Definition LightSceneProxy.h:283
float GetContactShadowNonCastingIntensity() const
Definition LightSceneProxy.h:204
bool IsUsedAsAtmosphereSunLight() const
Definition LightSceneProxy.h:279
virtual bool GetCastCloudShadows() const
Definition LightSceneProxy.h:301
int32 GetShadowMapChannel() const
Definition LightSceneProxy.h:258
float RayStartOffsetDepthScale
Definition LightSceneProxy.h:389
float DeepShadowLayerDistribution
Definition LightSceneProxy.h:525
const uint8 bCastShadowsFromCinematicObjectsOnly
Definition LightSceneProxy.h:438
uint32 FarShadowCascadeCount
Definition LightSceneProxy.h:513
ENGINE_API FTexture * GetIESTextureResource() const
Definition LightSceneProxy.cpp:198
bool AffectsTranslucentLighting() const
Definition LightSceneProxy.h:230
virtual void GetLightShaderParameters(FLightRenderParameters &OutLightParameters, uint32 Flags=0) const
Definition LightSceneProxy.h:84
const uint8 bUsedAsAtmosphereSunLight
Definition LightSceneProxy.h:455
FName ComponentName
Definition LightSceneProxy.h:499
float GetLightFunctionDisabledBrightness() const
Definition LightSceneProxy.h:209
ENGINE_API void SetColor(const FLinearColor &InColor)
Definition LightSceneProxy.cpp:178
virtual float GetCloudShadowOnAtmosphereStrength() const
Definition LightSceneProxy.h:306
virtual bool GetPerPixelTransmittanceEnabled() const
Definition LightSceneProxy.h:288
const uint8 bAffectTranslucentLighting
Definition LightSceneProxy.h:452
virtual float GetCloudShadowStrength() const
Definition LightSceneProxy.h:305
uint8 GetLightType() const
Definition LightSceneProxy.h:235
virtual bool HasSourceTexture() const
Definition LightSceneProxy.h:72
virtual FLinearColor GetSunIlluminanceOnGroundPostTransmittance() const
Definition LightSceneProxy.h:286
const class FStaticShadowDepthMap * StaticShadowDepthMap
Definition LightSceneProxy.h:391
const uint8 bCastTranslucentShadows
Definition LightSceneProxy.h:431
const uint8 bStaticLighting
Definition LightSceneProxy.h:415
const uint8 bMovable
Definition LightSceneProxy.h:409
uint8 bContactShadowLengthInWS
Definition LightSceneProxy.h:406
uint32 SamplesPerPixel
Definition LightSceneProxy.h:522
FLightSceneInfo * GetLightSceneInfo() const
Definition LightSceneProxy.h:188
virtual FVector GetLightPositionForLightShafts(FVector ViewOrigin) const
Definition LightSceneProxy.h:103
float GetRayStartOffsetDepthScale() const
Definition LightSceneProxy.h:234
const ULightComponent * GetLightComponent() const
Definition LightSceneProxy.h:186
bool CastsStaticShadow() const
Definition LightSceneProxy.h:217
const ULightComponent * LightComponent
Definition LightSceneProxy.h:322
FGuid GetLightGuid() const
Definition LightSceneProxy.h:199
FLinearColor Color
Definition LightSceneProxy.h:334
float GetContactShadowCastingIntensity() const
Definition LightSceneProxy.h:203
virtual bool GetCastShadowsOnClouds() const
Definition LightSceneProxy.h:299
TStatId GetStatId() const
Definition LightSceneProxy.h:254
virtual bool AffectsBounds(const FBoxSphereBounds &Bounds) const
Definition LightSceneProxy.h:55
bool UseVirtualShadowMaps() const
Definition LightSceneProxy.h:233
bool IsContactShadowLengthInWS() const
Definition LightSceneProxy.h:202
virtual float GetCloudShadowOnSurfaceStrength() const
Definition LightSceneProxy.h:307
TEnumAsByte< EMegaLightsShadowMethod::Type > GetMegaLightsShadowMethod() const
Definition LightSceneProxy.h:219
uint8 bUseVirtualShadowMaps
Definition LightSceneProxy.h:461
uint8 LightingChannelMask
Definition LightSceneProxy.h:492
const uint8 bAffectGlobalIllumination
Definition LightSceneProxy.h:449
const TEnumAsByte< ECastRayTracedShadow::Type > CastRaytracedShadow
Definition LightSceneProxy.h:443
FMatrix LightToWorld
Definition LightSceneProxy.h:340
Definition MaterialRenderProxy.h:102
Definition NameTypes.h:617
CORE_API FString ToString() const
Definition UnrealNames.cpp:3537
Definition SceneManagement.h:1040
Definition RHICommandList.h:3819
Definition SceneInterface.h:106
Definition SceneView.h:2212
Definition SceneView.h:1425
Definition ScenePrivate.h:2875
Definition SceneManagement.h:946
Definition LightComponent.h:32
Definition RenderResource.h:354
Definition SceneManagement.h:1047
Definition Array.h:670
Definition EnumAsByte.h:22
Definition ContainerAllocationPolicies.h:894
Definition TextureLightProfile.h:12
Type
Definition RHIFeatureLevel.h:20
Definition Guid.h:109
Definition SceneManagement.h:1192
Definition Color.h:48
static CORE_API const FLinearColor White
Definition Color.h:456
Definition SceneView.h:317
Definition LightweightStats.h:416
Definition BoxSphereBounds.h:25
Definition IntPoint.h:25
T M[4][4]
Definition Matrix.h:49
TVector< T > GetOrigin() const
Definition Matrix.inl:641
static CORE_API const TVector< double > ZeroVector
Definition Vector.h:79