UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
LumenFrontLayerTranslucency.cpp File Reference

Classes

class  FLumenFrontLayerTranslucencyClearGBufferPS
 
class  FLumenFrontLayerTranslucencyGBufferVS
 
class  FLumenFrontLayerTranslucencyGBufferPS
 
class  FLumenFrontLayerTranslucencyGBufferMeshProcessor
 

Namespaces

namespace  Lumen
 

Functions

FAutoConsoleVariableRef CVarLumenTranslucencyReflectionsFrontLayerEnabled (TEXT("r.Lumen.TranslucencyReflections.FrontLayer.Enable"), GLumenFrontLayerTranslucencyReflectionsEnabled, TEXT("Whether to render Lumen Reflections on the frontmost layer of Translucent Surfaces. Other layers will use the lower quality Radiance Cache method that can only produce glossy reflections."), ECVF_Scalability|ECVF_RenderThreadSafe)
 
FAutoConsoleVariableRef CVarLumenTranslucencyReflectionsFrontLayerAllowed (TEXT("r.Lumen.TranslucencyReflections.FrontLayer.Allow"), GLumenFrontLayerTranslucencyReflectionsAllowed, TEXT("Whether to render Lumen Reflections on the frontmost layer of Translucent Surfaces. Other layers will use the lower quality Radiance Cache method that can only produce glossy reflections."), ECVF_Scalability|ECVF_RenderThreadSafe)
 
bool IsVSMTranslucentHighQualityEnabled ()
 
bool Lumen::UseLumenFrontLayerTranslucencyReflections (const FViewInfo &View)
 
bool Lumen::ShouldRenderInFrontLayerTranslucencyGBufferPass (bool bShouldRenderInMainPass, const FMaterial &Material)
 
 IMPLEMENT_GLOBAL_SHADER (FLumenFrontLayerTranslucencyClearGBufferPS, "/Engine/Private/Lumen/LumenTranslucencyVolumeLighting.usf", "LumenFrontLayerTranslucencyClearGBufferPS", SF_Pixel)
 
 IMPLEMENT_STATIC_UNIFORM_BUFFER_STRUCT (FLumenFrontLayerTranslucencyGBufferPassUniformParameters, "LumenFrontLayerTranslucencyGBufferPass", SceneTextures)
 
 IMPLEMENT_MATERIAL_SHADER_TYPE (, FLumenFrontLayerTranslucencyGBufferVS, TEXT("/Engine/Private/Lumen/LumenFrontLayerTranslucency.usf"), TEXT("MainVS"), SF_Vertex)
 
 IMPLEMENT_MATERIAL_SHADER_TYPE (, FLumenFrontLayerTranslucencyGBufferPS, TEXT("/Engine/Private/Lumen/LumenFrontLayerTranslucency.usf"), TEXT("MainPS"), SF_Pixel)
 
bool GetLumenFrontLayerTranslucencyGBufferShaders (const FMaterial &Material, const FVertexFactoryType *VertexFactoryType, TShaderRef< FLumenFrontLayerTranslucencyGBufferVS > &VertexShader, TShaderRef< FLumenFrontLayerTranslucencyGBufferPS > &PixelShader)
 
bool CanMaterialRenderInLumenFrontLayerTranslucencyGBufferPass (const FScene &Scene, const FSceneViewFamily &ViewFamily, const FPrimitiveSceneProxy &PrimitiveSceneProxy, const FMaterial &Material)
 
FMeshPassProcessorCreateLumenFrontLayerTranslucencyGBufferPassProcessor (ERHIFeatureLevel::Type FeatureLevel, const FScene *Scene, const FSceneView *InViewIfDynamicMeshCommand, FMeshPassDrawListContext *InDrawListContext)
 
 REGISTER_MESHPASSPROCESSOR_AND_PSOCOLLECTOR (LumenFrontLayerTranslucencyGBufferPass, CreateLumenFrontLayerTranslucencyGBufferPassProcessor, EShadingPath::Deferred, EMeshPass::LumenFrontLayerTranslucencyGBuffer, EMeshPassFlags::MainView)
 
void RenderFrontLayerTranslucencyGBuffer (FRDGBuilder &GraphBuilder, const FSceneRenderer &SceneRenderer, FViewInfo &View, const FSceneTextures &SceneTextures, const FFrontLayerTranslucencyData &FrontLayerTranslucencyData)
 
bool IsLumenFrontLayerHistoryValid (const FViewInfo &View)
 

Variables

int32 GLumenFrontLayerTranslucencyReflectionsEnabled = 0
 
int32 GLumenFrontLayerTranslucencyReflectionsAllowed = 1
 

Function Documentation

◆ CanMaterialRenderInLumenFrontLayerTranslucencyGBufferPass()

bool CanMaterialRenderInLumenFrontLayerTranslucencyGBufferPass ( const FScene Scene,
const FSceneViewFamily ViewFamily,
const FPrimitiveSceneProxy PrimitiveSceneProxy,
const FMaterial Material 
)

◆ CreateLumenFrontLayerTranslucencyGBufferPassProcessor()

FMeshPassProcessor * CreateLumenFrontLayerTranslucencyGBufferPassProcessor ( ERHIFeatureLevel::Type  FeatureLevel,
const FScene Scene,
const FSceneView InViewIfDynamicMeshCommand,
FMeshPassDrawListContext InDrawListContext 
)

◆ CVarLumenTranslucencyReflectionsFrontLayerAllowed()

FAutoConsoleVariableRef CVarLumenTranslucencyReflectionsFrontLayerAllowed ( TEXT("r.Lumen.TranslucencyReflections.FrontLayer.Allow")  ,
GLumenFrontLayerTranslucencyReflectionsAllowed  ,
TEXT("Whether to render Lumen Reflections on the frontmost layer of Translucent Surfaces. Other layers will use the lower quality Radiance Cache method that can only produce glossy reflections." ,
ECVF_Scalability ECVF_RenderThreadSafe 
)

◆ CVarLumenTranslucencyReflectionsFrontLayerEnabled()

FAutoConsoleVariableRef CVarLumenTranslucencyReflectionsFrontLayerEnabled ( TEXT("r.Lumen.TranslucencyReflections.FrontLayer.Enable")  ,
GLumenFrontLayerTranslucencyReflectionsEnabled  ,
TEXT("Whether to render Lumen Reflections on the frontmost layer of Translucent Surfaces. Other layers will use the lower quality Radiance Cache method that can only produce glossy reflections." ,
ECVF_Scalability ECVF_RenderThreadSafe 
)

◆ GetLumenFrontLayerTranslucencyGBufferShaders()

bool GetLumenFrontLayerTranslucencyGBufferShaders ( const FMaterial Material,
const FVertexFactoryType VertexFactoryType,
TShaderRef< FLumenFrontLayerTranslucencyGBufferVS > &  VertexShader,
TShaderRef< FLumenFrontLayerTranslucencyGBufferPS > &  PixelShader 
)

◆ IMPLEMENT_GLOBAL_SHADER()

IMPLEMENT_GLOBAL_SHADER ( FLumenFrontLayerTranslucencyClearGBufferPS  ,
"/Engine/Private/Lumen/LumenTranslucencyVolumeLighting.usf"  ,
"LumenFrontLayerTranslucencyClearGBufferPS"  ,
SF_Pixel   
)

◆ IMPLEMENT_MATERIAL_SHADER_TYPE() [1/2]

IMPLEMENT_MATERIAL_SHADER_TYPE ( FLumenFrontLayerTranslucencyGBufferPS  ,
TEXT("/Engine/Private/Lumen/LumenFrontLayerTranslucency.usf" ,
TEXT("MainPS")  ,
SF_Pixel   
)

◆ IMPLEMENT_MATERIAL_SHADER_TYPE() [2/2]

IMPLEMENT_MATERIAL_SHADER_TYPE ( FLumenFrontLayerTranslucencyGBufferVS  ,
TEXT("/Engine/Private/Lumen/LumenFrontLayerTranslucency.usf" ,
TEXT("MainVS")  ,
SF_Vertex   
)

◆ IMPLEMENT_STATIC_UNIFORM_BUFFER_STRUCT()

IMPLEMENT_STATIC_UNIFORM_BUFFER_STRUCT ( FLumenFrontLayerTranslucencyGBufferPassUniformParameters  ,
"LumenFrontLayerTranslucencyGBufferPass"  ,
SceneTextures   
)

◆ IsLumenFrontLayerHistoryValid()

bool IsLumenFrontLayerHistoryValid ( const FViewInfo View)

◆ IsVSMTranslucentHighQualityEnabled()

bool IsVSMTranslucentHighQualityEnabled ( )

◆ REGISTER_MESHPASSPROCESSOR_AND_PSOCOLLECTOR()

◆ RenderFrontLayerTranslucencyGBuffer()

void RenderFrontLayerTranslucencyGBuffer ( FRDGBuilder GraphBuilder,
const FSceneRenderer SceneRenderer,
FViewInfo View,
const FSceneTextures SceneTextures,
const FFrontLayerTranslucencyData FrontLayerTranslucencyData 
)

Variable Documentation

◆ GLumenFrontLayerTranslucencyReflectionsAllowed

int32 GLumenFrontLayerTranslucencyReflectionsAllowed = 1

◆ GLumenFrontLayerTranslucencyReflectionsEnabled

int32 GLumenFrontLayerTranslucencyReflectionsEnabled = 0