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

Classes

class  FMarkRadianceProbesUsedByTranslucencyVolumeCS
 
class  FTranslucencyVolumeTraceVoxelsCS
 
class  FTranslucencyVolumeSpatialSeparableFilterCS
 
class  FTranslucencyVolumeIntegrateCS
 

Namespaces

namespace  LumenTranslucencyVolume
 
namespace  LumenTranslucencyVolumeRadianceCache
 

Functions

float LumenTranslucencyVolume::GetEndDistanceFromCamera (const FViewInfo &View)
 
int32 LumenTranslucencyVolumeRadianceCache::GetNumClipmaps (float DistanceToCover)
 
int32 LumenTranslucencyVolumeRadianceCache::GetClipmapGridResolution ()
 
int32 LumenTranslucencyVolumeRadianceCache::GetProbeResolution ()
 
int32 LumenTranslucencyVolumeRadianceCache::GetNumMipmaps ()
 
int32 LumenTranslucencyVolumeRadianceCache::GetFinalProbeResolution ()
 
int32 LumenTranslucencyVolumeRadianceCache::GetProbeAtlasResolutionInProbes ()
 
LumenRadianceCache::FRadianceCacheInputs LumenTranslucencyVolumeRadianceCache::SetupRadianceCacheInputs (const FViewInfo &View)
 
FRDGTextureRef OrDefault2dTextureIfNull (FRDGBuilder &GraphBuilder, FRDGTextureRef Texture)
 
FRDGTextureRef OrDefault2dArrayTextureIfNull (FRDGBuilder &GraphBuilder, FRDGTextureRef Texture)
 
FRDGTextureRef OrDefault3dTextureIfNull (FRDGBuilder &GraphBuilder, FRDGTextureRef Texture)
 
FRDGTextureRef OrDefault3dUintTextureIfNull (FRDGBuilder &GraphBuilder, FRDGTextureRef Texture)
 
float GetLumenReflectionSpecularScale ()
 
float GetLumenReflectionContrast ()
 
FLumenTranslucencyLightingParameters GetLumenTranslucencyLightingParameters (FRDGBuilder &GraphBuilder, const FLumenTranslucencyGIVolume &LumenTranslucencyGIVolume, const FLumenFrontLayerTranslucency &LumenFrontLayerTranslucency)
 
void GetTranslucencyGridZParams (float NearPlane, float FarPlane, FVector &OutZParams, int32 &OutGridSizeZ)
 
FVector TranslucencyVolumeTemporalRandom (uint32 FrameNumber)
 
 IMPLEMENT_GLOBAL_SHADER (FMarkRadianceProbesUsedByTranslucencyVolumeCS, "/Engine/Private/Lumen/LumenTranslucencyVolumeLighting.usf", "MarkRadianceProbesUsedByTranslucencyVolumeCS", SF_Compute)
 
 IMPLEMENT_GLOBAL_SHADER (FTranslucencyVolumeTraceVoxelsCS, "/Engine/Private/Lumen/LumenTranslucencyVolumeLighting.usf", "TranslucencyVolumeTraceVoxelsCS", SF_Compute)
 
 IMPLEMENT_GLOBAL_SHADER (FTranslucencyVolumeSpatialSeparableFilterCS, "/Engine/Private/Lumen/LumenTranslucencyVolumeLighting.usf", "TranslucencyVolumeSpatialSeparableFilterCS", SF_Compute)
 
 IMPLEMENT_GLOBAL_SHADER (FTranslucencyVolumeIntegrateCS, "/Engine/Private/Lumen/LumenTranslucencyVolumeLighting.usf", "TranslucencyVolumeIntegrateCS", SF_Compute)
 
void TraceVoxelsTranslucencyVolume (FRDGBuilder &GraphBuilder, const FViewInfo &View, bool bDynamicSkyLight, const FLumenCardTracingParameters &TracingParameters, LumenRadianceCache::FRadianceCacheInterpolationParameters RadianceCacheParameters, FLumenTranslucencyLightingVolumeParameters VolumeParameters, FLumenTranslucencyLightingVolumeTraceSetupParameters TraceSetupParameters, FRDGTextureRef VolumeTraceRadiance, FRDGTextureRef VolumeTraceHitDistance, ERDGPassFlags ComputePassFlags)
 

Variables

TAutoConsoleVariable< int32CVarLumenTranslucencyVolume (TEXT("r.Lumen.TranslucencyVolume.Enable"), 1, TEXT(""), ECVF_Scalability|ECVF_RenderThreadSafe)
 
TAutoConsoleVariable< int32CVarLumenTranslucencyVolumeTemporalMaxRayDirections (TEXT("r.Lumen.TranslucencyVolume.Temporal.MaxRayDirections"), 8, TEXT("Number of possible random directions from froxel center when sampling the lumen scene."), ECVF_Scalability|ECVF_RenderThreadSafe)
 

Function Documentation

◆ GetLumenReflectionContrast()

float GetLumenReflectionContrast ( )

◆ GetLumenReflectionSpecularScale()

float GetLumenReflectionSpecularScale ( )

◆ GetLumenTranslucencyLightingParameters()

FLumenTranslucencyLightingParameters GetLumenTranslucencyLightingParameters ( FRDGBuilder GraphBuilder,
const FLumenTranslucencyGIVolume LumenTranslucencyGIVolume,
const FLumenFrontLayerTranslucency LumenFrontLayerTranslucency 
)

◆ GetTranslucencyGridZParams()

void GetTranslucencyGridZParams ( float  NearPlane,
float  FarPlane,
FVector OutZParams,
int32 OutGridSizeZ 
)

◆ IMPLEMENT_GLOBAL_SHADER() [1/4]

IMPLEMENT_GLOBAL_SHADER ( FMarkRadianceProbesUsedByTranslucencyVolumeCS  ,
"/Engine/Private/Lumen/LumenTranslucencyVolumeLighting.usf"  ,
"MarkRadianceProbesUsedByTranslucencyVolumeCS"  ,
SF_Compute   
)

◆ IMPLEMENT_GLOBAL_SHADER() [2/4]

IMPLEMENT_GLOBAL_SHADER ( FTranslucencyVolumeIntegrateCS  ,
"/Engine/Private/Lumen/LumenTranslucencyVolumeLighting.usf"  ,
"TranslucencyVolumeIntegrateCS"  ,
SF_Compute   
)

◆ IMPLEMENT_GLOBAL_SHADER() [3/4]

IMPLEMENT_GLOBAL_SHADER ( FTranslucencyVolumeSpatialSeparableFilterCS  ,
"/Engine/Private/Lumen/LumenTranslucencyVolumeLighting.usf"  ,
"TranslucencyVolumeSpatialSeparableFilterCS"  ,
SF_Compute   
)

◆ IMPLEMENT_GLOBAL_SHADER() [4/4]

IMPLEMENT_GLOBAL_SHADER ( FTranslucencyVolumeTraceVoxelsCS  ,
"/Engine/Private/Lumen/LumenTranslucencyVolumeLighting.usf"  ,
"TranslucencyVolumeTraceVoxelsCS"  ,
SF_Compute   
)

◆ OrDefault2dArrayTextureIfNull()

FRDGTextureRef OrDefault2dArrayTextureIfNull ( FRDGBuilder GraphBuilder,
FRDGTextureRef  Texture 
)

◆ OrDefault2dTextureIfNull()

FRDGTextureRef OrDefault2dTextureIfNull ( FRDGBuilder GraphBuilder,
FRDGTextureRef  Texture 
)

◆ OrDefault3dTextureIfNull()

FRDGTextureRef OrDefault3dTextureIfNull ( FRDGBuilder GraphBuilder,
FRDGTextureRef  Texture 
)

◆ OrDefault3dUintTextureIfNull()

FRDGTextureRef OrDefault3dUintTextureIfNull ( FRDGBuilder GraphBuilder,
FRDGTextureRef  Texture 
)

◆ TraceVoxelsTranslucencyVolume()

void TraceVoxelsTranslucencyVolume ( FRDGBuilder GraphBuilder,
const FViewInfo View,
bool  bDynamicSkyLight,
const FLumenCardTracingParameters TracingParameters,
LumenRadianceCache::FRadianceCacheInterpolationParameters  RadianceCacheParameters,
FLumenTranslucencyLightingVolumeParameters  VolumeParameters,
FLumenTranslucencyLightingVolumeTraceSetupParameters  TraceSetupParameters,
FRDGTextureRef  VolumeTraceRadiance,
FRDGTextureRef  VolumeTraceHitDistance,
ERDGPassFlags  ComputePassFlags 
)

◆ TranslucencyVolumeTemporalRandom()

FVector TranslucencyVolumeTemporalRandom ( uint32  FrameNumber)

Variable Documentation

◆ CVarLumenTranslucencyVolume

TAutoConsoleVariable< int32 > CVarLumenTranslucencyVolume(TEXT("r.Lumen.TranslucencyVolume.Enable"), 1, TEXT(""), ECVF_Scalability|ECVF_RenderThreadSafe) ( TEXT("r.Lumen.TranslucencyVolume.Enable")  ,
,
TEXT("")  ,
ECVF_Scalability ECVF_RenderThreadSafe 
)

◆ CVarLumenTranslucencyVolumeTemporalMaxRayDirections

TAutoConsoleVariable< int32 > CVarLumenTranslucencyVolumeTemporalMaxRayDirections(TEXT("r.Lumen.TranslucencyVolume.Temporal.MaxRayDirections"), 8, TEXT("Number of possible random directions from froxel center when sampling the lumen scene."), ECVF_Scalability|ECVF_RenderThreadSafe) ( TEXT("r.Lumen.TranslucencyVolume.Temporal.MaxRayDirections")  ,
,
TEXT("Number of possible random directions from froxel center when sampling the lumen scene." ,
ECVF_Scalability ECVF_RenderThreadSafe 
)