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| 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) |
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| 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) |
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| bool | IsVSMTranslucentHighQualityEnabled () |
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| bool | Lumen::UseLumenFrontLayerTranslucencyReflections (const FViewInfo &View) |
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| bool | Lumen::ShouldRenderInFrontLayerTranslucencyGBufferPass (bool bShouldRenderInMainPass, const FMaterial &Material) |
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| | IMPLEMENT_GLOBAL_SHADER (FLumenFrontLayerTranslucencyClearGBufferPS, "/Engine/Private/Lumen/LumenTranslucencyVolumeLighting.usf", "LumenFrontLayerTranslucencyClearGBufferPS", SF_Pixel) |
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| | IMPLEMENT_STATIC_UNIFORM_BUFFER_STRUCT (FLumenFrontLayerTranslucencyGBufferPassUniformParameters, "LumenFrontLayerTranslucencyGBufferPass", SceneTextures) |
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| | IMPLEMENT_MATERIAL_SHADER_TYPE (, FLumenFrontLayerTranslucencyGBufferVS, TEXT("/Engine/Private/Lumen/LumenFrontLayerTranslucency.usf"), TEXT("MainVS"), SF_Vertex) |
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| | IMPLEMENT_MATERIAL_SHADER_TYPE (, FLumenFrontLayerTranslucencyGBufferPS, TEXT("/Engine/Private/Lumen/LumenFrontLayerTranslucency.usf"), TEXT("MainPS"), SF_Pixel) |
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| bool | GetLumenFrontLayerTranslucencyGBufferShaders (const FMaterial &Material, const FVertexFactoryType *VertexFactoryType, TShaderRef< FLumenFrontLayerTranslucencyGBufferVS > &VertexShader, TShaderRef< FLumenFrontLayerTranslucencyGBufferPS > &PixelShader) |
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| bool | CanMaterialRenderInLumenFrontLayerTranslucencyGBufferPass (const FScene &Scene, const FSceneViewFamily &ViewFamily, const FPrimitiveSceneProxy &PrimitiveSceneProxy, const FMaterial &Material) |
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| FMeshPassProcessor * | CreateLumenFrontLayerTranslucencyGBufferPassProcessor (ERHIFeatureLevel::Type FeatureLevel, const FScene *Scene, const FSceneView *InViewIfDynamicMeshCommand, FMeshPassDrawListContext *InDrawListContext) |
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| | REGISTER_MESHPASSPROCESSOR_AND_PSOCOLLECTOR (LumenFrontLayerTranslucencyGBufferPass, CreateLumenFrontLayerTranslucencyGBufferPassProcessor, EShadingPath::Deferred, EMeshPass::LumenFrontLayerTranslucencyGBuffer, EMeshPassFlags::MainView) |
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| void | RenderFrontLayerTranslucencyGBuffer (FRDGBuilder &GraphBuilder, const FSceneRenderer &SceneRenderer, FViewInfo &View, const FSceneTextures &SceneTextures, const FFrontLayerTranslucencyData &FrontLayerTranslucencyData) |
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| bool | IsLumenFrontLayerHistoryValid (const FViewInfo &View) |
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