|
| int32 | GetLightShaftDownsampleFactor () |
| |
| FVector4f | GetLightScreenPosition (const FViewInfo &View, const FLightSceneProxy &LightSceneProxy) |
| |
| FMobileLightShaftInfo | GetMobileLightShaftInfo (const FViewInfo &View, const FLightSceneInfo &LightSceneInfo) |
| |
| ELightShaftBloomOutput | GetLightShaftBloomOutput (const FSceneViewFamily &ViewFamily) |
| |
| bool | ShouldRenderLightShafts (const FSceneViewFamily &ViewFamily) |
| |
| bool | ShouldRenderLightShaftsForLight (const FViewInfo &View, const FLightSceneProxy &LightSceneProxy) |
| |
| FLightShaftPixelShaderParameters | GetLightShaftParameters (const FViewInfo &View, const FLightSceneInfo &LightSceneInfo, const FScreenPassTextureViewport &SceneViewport, const FScreenPassTextureViewport &LightShaftViewport) |
| |
| | IMPLEMENT_GLOBAL_SHADER (FDownsampleLightShaftsVertexShader, "/Engine/Private/LightShaftShader.usf", "DownsampleLightShaftsVertexMain", SF_Vertex) |
| |
| | IMPLEMENT_GLOBAL_SHADER (FDownsampleLightShaftsPixelShader, "/Engine/Private/LightShaftShader.usf", "DownsampleLightShaftsPixelMain", SF_Pixel) |
| |
| | IMPLEMENT_GLOBAL_SHADER (FBlurLightShaftsPixelShader, "/Engine/Private/LightShaftShader.usf", "BlurLightShaftsMain", SF_Pixel) |
| |
| | IMPLEMENT_GLOBAL_SHADER (FFinishOcclusionPixelShader, "/Engine/Private/LightShaftShader.usf", "FinishOcclusionMain", SF_Pixel) |
| |
| | IMPLEMENT_GLOBAL_SHADER (FApplyLightShaftsPixelShader, "/Engine/Private/LightShaftShader.usf", "ApplyLightShaftsPixelMain", SF_Pixel) |
| |
| FScreenPassRenderTarget | CreateLightShaftTexture (FRDGBuilder &GraphBuilder, FScreenPassTextureViewport Viewport, const TCHAR *Name) |
| |
| FScreenPassTexture | AddDownsamplePass (FRDGBuilder &GraphBuilder, const FViewInfo &View, const FLightShaftPixelShaderParameters &LightShaftParameters, TRDGUniformBufferRef< FSceneTextureUniformParameters > SceneTextures, FScreenPassTextureViewport SceneViewport, FScreenPassTextureViewport OutputViewport, ELightComponentType LightComponentType, ELightShaftTechnique LightShaftTechnique) |
| |
| FScreenPassTexture | AddTemporalAAPass (FRDGBuilder &GraphBuilder, const FViewInfo &View, const TRDGUniformBufferRef< FSceneTextureUniformParameters > SceneTextures, FTemporalAAHistory *HistoryState, FScreenPassTexture LightShafts) |
| |
| FScreenPassTexture | AddRadialBlurPass (FRDGBuilder &GraphBuilder, const FViewInfo &View, const FLightShaftPixelShaderParameters &LightShaftParameters, FScreenPassTexture LightShafts) |
| |
| FScreenPassTexture | AddLightShaftSetupPass (FRDGBuilder &GraphBuilder, const FViewInfo &View, const FLightShaftPixelShaderParameters &LightShaftParameters, TRDGUniformBufferRef< FSceneTextureUniformParameters > SceneTextures, FScreenPassTextureViewport SceneViewport, FScreenPassTextureViewport LightShaftViewport, FTemporalAAHistory *LightShaftTemporalHistory, ELightComponentType LightComponentType, ELightShaftTechnique LightShaftTechnique) |
| |
| void | AddOcclusionTermPass (FRDGBuilder &GraphBuilder, const FViewInfo &View, const FLightShaftPixelShaderParameters &LightShaftParameters, FScreenPassTexture LightShafts, FScreenPassRenderTarget Output) |
| |
| void | AddLightShaftBloomPass (FRDGBuilder &GraphBuilder, const FViewInfo &View, const FLightShaftPixelShaderParameters &LightShaftParameters, FScreenPassTexture LightShafts, FScreenPassTextureViewport OutputViewport, FRenderTargetBinding OutputBinding) |
| |