| Enumerator |
|---|
| UMETA | Horizontal and vertical size of the view's buffer in pixels
Horizontal and vertical field of view angles in radian
Tan(FieldOfView * 0.5)
Horizontal and vertical size of the view in pixels
Absolute world space view position (differs from the camera position in the shadow passes)
Absolute world space camera position
Horizontal and vertical position of the viewport in pixels within the buffer.
Number of temporal AA sample used across multiple to converge to anti aliased output.
Index of the Temporal AA jitter for this frame.
Offset of the temporal sample for this frame in pixel size.
Mip Level that Runtime Virtual Texture Output is rendering to.
World space derivatives for Runtime Virtual Texture Output.
Pre Exposure
Maximum mip level of Runtime Virtual Texture that Runtime Virtual Texture Output is rendering to.
Screen percentage at which the rendering resolution happens, to allow tech-art to remain consistent with dynamic resolution.
Post process volume user flags, useful for varying the behavior of a material per view
Horizontal and vertical first person field of view angles in radian
Tan(FirstPersonFieldOfView * 0.5)
Scaling factor applied to first person primitives to keep them from intersecting with the scene.
Near plane.
|
| UMETA | Horizontal and vertical size of the view's buffer in pixels
Horizontal and vertical field of view angles in radian
Tan(FieldOfView * 0.5)
Horizontal and vertical size of the view in pixels
Absolute world space view position (differs from the camera position in the shadow passes)
Absolute world space camera position
Horizontal and vertical position of the viewport in pixels within the buffer.
Number of temporal AA sample used across multiple to converge to anti aliased output.
Index of the Temporal AA jitter for this frame.
Offset of the temporal sample for this frame in pixel size.
Mip Level that Runtime Virtual Texture Output is rendering to.
World space derivatives for Runtime Virtual Texture Output.
Pre Exposure
Maximum mip level of Runtime Virtual Texture that Runtime Virtual Texture Output is rendering to.
Screen percentage at which the rendering resolution happens, to allow tech-art to remain consistent with dynamic resolution.
Post process volume user flags, useful for varying the behavior of a material per view
Horizontal and vertical first person field of view angles in radian
Tan(FirstPersonFieldOfView * 0.5)
Scaling factor applied to first person primitives to keep them from intersecting with the scene.
Near plane.
|
| UMETA | Horizontal and vertical size of the view's buffer in pixels
Horizontal and vertical field of view angles in radian
Tan(FieldOfView * 0.5)
Horizontal and vertical size of the view in pixels
Absolute world space view position (differs from the camera position in the shadow passes)
Absolute world space camera position
Horizontal and vertical position of the viewport in pixels within the buffer.
Number of temporal AA sample used across multiple to converge to anti aliased output.
Index of the Temporal AA jitter for this frame.
Offset of the temporal sample for this frame in pixel size.
Mip Level that Runtime Virtual Texture Output is rendering to.
World space derivatives for Runtime Virtual Texture Output.
Pre Exposure
Maximum mip level of Runtime Virtual Texture that Runtime Virtual Texture Output is rendering to.
Screen percentage at which the rendering resolution happens, to allow tech-art to remain consistent with dynamic resolution.
Post process volume user flags, useful for varying the behavior of a material per view
Horizontal and vertical first person field of view angles in radian
Tan(FirstPersonFieldOfView * 0.5)
Scaling factor applied to first person primitives to keep them from intersecting with the scene.
Near plane.
|
| UMETA | Horizontal and vertical size of the view's buffer in pixels
Horizontal and vertical field of view angles in radian
Tan(FieldOfView * 0.5)
Horizontal and vertical size of the view in pixels
Absolute world space view position (differs from the camera position in the shadow passes)
Absolute world space camera position
Horizontal and vertical position of the viewport in pixels within the buffer.
Number of temporal AA sample used across multiple to converge to anti aliased output.
Index of the Temporal AA jitter for this frame.
Offset of the temporal sample for this frame in pixel size.
Mip Level that Runtime Virtual Texture Output is rendering to.
World space derivatives for Runtime Virtual Texture Output.
Pre Exposure
Maximum mip level of Runtime Virtual Texture that Runtime Virtual Texture Output is rendering to.
Screen percentage at which the rendering resolution happens, to allow tech-art to remain consistent with dynamic resolution.
Post process volume user flags, useful for varying the behavior of a material per view
Horizontal and vertical first person field of view angles in radian
Tan(FirstPersonFieldOfView * 0.5)
Scaling factor applied to first person primitives to keep them from intersecting with the scene.
Near plane.
|
| UMETA | Horizontal and vertical size of the view's buffer in pixels
Horizontal and vertical field of view angles in radian
Tan(FieldOfView * 0.5)
Horizontal and vertical size of the view in pixels
Absolute world space view position (differs from the camera position in the shadow passes)
Absolute world space camera position
Horizontal and vertical position of the viewport in pixels within the buffer.
Number of temporal AA sample used across multiple to converge to anti aliased output.
Index of the Temporal AA jitter for this frame.
Offset of the temporal sample for this frame in pixel size.
Mip Level that Runtime Virtual Texture Output is rendering to.
World space derivatives for Runtime Virtual Texture Output.
Pre Exposure
Maximum mip level of Runtime Virtual Texture that Runtime Virtual Texture Output is rendering to.
Screen percentage at which the rendering resolution happens, to allow tech-art to remain consistent with dynamic resolution.
Post process volume user flags, useful for varying the behavior of a material per view
Horizontal and vertical first person field of view angles in radian
Tan(FirstPersonFieldOfView * 0.5)
Scaling factor applied to first person primitives to keep them from intersecting with the scene.
Near plane.
|
| UMETA | Horizontal and vertical size of the view's buffer in pixels
Horizontal and vertical field of view angles in radian
Tan(FieldOfView * 0.5)
Horizontal and vertical size of the view in pixels
Absolute world space view position (differs from the camera position in the shadow passes)
Absolute world space camera position
Horizontal and vertical position of the viewport in pixels within the buffer.
Number of temporal AA sample used across multiple to converge to anti aliased output.
Index of the Temporal AA jitter for this frame.
Offset of the temporal sample for this frame in pixel size.
Mip Level that Runtime Virtual Texture Output is rendering to.
World space derivatives for Runtime Virtual Texture Output.
Pre Exposure
Maximum mip level of Runtime Virtual Texture that Runtime Virtual Texture Output is rendering to.
Screen percentage at which the rendering resolution happens, to allow tech-art to remain consistent with dynamic resolution.
Post process volume user flags, useful for varying the behavior of a material per view
Horizontal and vertical first person field of view angles in radian
Tan(FirstPersonFieldOfView * 0.5)
Scaling factor applied to first person primitives to keep them from intersecting with the scene.
Near plane.
|
| UMETA | Horizontal and vertical size of the view's buffer in pixels
Horizontal and vertical field of view angles in radian
Tan(FieldOfView * 0.5)
Horizontal and vertical size of the view in pixels
Absolute world space view position (differs from the camera position in the shadow passes)
Absolute world space camera position
Horizontal and vertical position of the viewport in pixels within the buffer.
Number of temporal AA sample used across multiple to converge to anti aliased output.
Index of the Temporal AA jitter for this frame.
Offset of the temporal sample for this frame in pixel size.
Mip Level that Runtime Virtual Texture Output is rendering to.
World space derivatives for Runtime Virtual Texture Output.
Pre Exposure
Maximum mip level of Runtime Virtual Texture that Runtime Virtual Texture Output is rendering to.
Screen percentage at which the rendering resolution happens, to allow tech-art to remain consistent with dynamic resolution.
Post process volume user flags, useful for varying the behavior of a material per view
Horizontal and vertical first person field of view angles in radian
Tan(FirstPersonFieldOfView * 0.5)
Scaling factor applied to first person primitives to keep them from intersecting with the scene.
Near plane.
|
| UMETA | Horizontal and vertical size of the view's buffer in pixels
Horizontal and vertical field of view angles in radian
Tan(FieldOfView * 0.5)
Horizontal and vertical size of the view in pixels
Absolute world space view position (differs from the camera position in the shadow passes)
Absolute world space camera position
Horizontal and vertical position of the viewport in pixels within the buffer.
Number of temporal AA sample used across multiple to converge to anti aliased output.
Index of the Temporal AA jitter for this frame.
Offset of the temporal sample for this frame in pixel size.
Mip Level that Runtime Virtual Texture Output is rendering to.
World space derivatives for Runtime Virtual Texture Output.
Pre Exposure
Maximum mip level of Runtime Virtual Texture that Runtime Virtual Texture Output is rendering to.
Screen percentage at which the rendering resolution happens, to allow tech-art to remain consistent with dynamic resolution.
Post process volume user flags, useful for varying the behavior of a material per view
Horizontal and vertical first person field of view angles in radian
Tan(FirstPersonFieldOfView * 0.5)
Scaling factor applied to first person primitives to keep them from intersecting with the scene.
Near plane.
|
| UMETA | Horizontal and vertical size of the view's buffer in pixels
Horizontal and vertical field of view angles in radian
Tan(FieldOfView * 0.5)
Horizontal and vertical size of the view in pixels
Absolute world space view position (differs from the camera position in the shadow passes)
Absolute world space camera position
Horizontal and vertical position of the viewport in pixels within the buffer.
Number of temporal AA sample used across multiple to converge to anti aliased output.
Index of the Temporal AA jitter for this frame.
Offset of the temporal sample for this frame in pixel size.
Mip Level that Runtime Virtual Texture Output is rendering to.
World space derivatives for Runtime Virtual Texture Output.
Pre Exposure
Maximum mip level of Runtime Virtual Texture that Runtime Virtual Texture Output is rendering to.
Screen percentage at which the rendering resolution happens, to allow tech-art to remain consistent with dynamic resolution.
Post process volume user flags, useful for varying the behavior of a material per view
Horizontal and vertical first person field of view angles in radian
Tan(FirstPersonFieldOfView * 0.5)
Scaling factor applied to first person primitives to keep them from intersecting with the scene.
Near plane.
|
| UMETA | Horizontal and vertical size of the view's buffer in pixels
Horizontal and vertical field of view angles in radian
Tan(FieldOfView * 0.5)
Horizontal and vertical size of the view in pixels
Absolute world space view position (differs from the camera position in the shadow passes)
Absolute world space camera position
Horizontal and vertical position of the viewport in pixels within the buffer.
Number of temporal AA sample used across multiple to converge to anti aliased output.
Index of the Temporal AA jitter for this frame.
Offset of the temporal sample for this frame in pixel size.
Mip Level that Runtime Virtual Texture Output is rendering to.
World space derivatives for Runtime Virtual Texture Output.
Pre Exposure
Maximum mip level of Runtime Virtual Texture that Runtime Virtual Texture Output is rendering to.
Screen percentage at which the rendering resolution happens, to allow tech-art to remain consistent with dynamic resolution.
Post process volume user flags, useful for varying the behavior of a material per view
Horizontal and vertical first person field of view angles in radian
Tan(FirstPersonFieldOfView * 0.5)
Scaling factor applied to first person primitives to keep them from intersecting with the scene.
Near plane.
|
| UMETA | Horizontal and vertical size of the view's buffer in pixels
Horizontal and vertical field of view angles in radian
Tan(FieldOfView * 0.5)
Horizontal and vertical size of the view in pixels
Absolute world space view position (differs from the camera position in the shadow passes)
Absolute world space camera position
Horizontal and vertical position of the viewport in pixels within the buffer.
Number of temporal AA sample used across multiple to converge to anti aliased output.
Index of the Temporal AA jitter for this frame.
Offset of the temporal sample for this frame in pixel size.
Mip Level that Runtime Virtual Texture Output is rendering to.
World space derivatives for Runtime Virtual Texture Output.
Pre Exposure
Maximum mip level of Runtime Virtual Texture that Runtime Virtual Texture Output is rendering to.
Screen percentage at which the rendering resolution happens, to allow tech-art to remain consistent with dynamic resolution.
Post process volume user flags, useful for varying the behavior of a material per view
Horizontal and vertical first person field of view angles in radian
Tan(FirstPersonFieldOfView * 0.5)
Scaling factor applied to first person primitives to keep them from intersecting with the scene.
Near plane.
|
| UMETA | Horizontal and vertical size of the view's buffer in pixels
Horizontal and vertical field of view angles in radian
Tan(FieldOfView * 0.5)
Horizontal and vertical size of the view in pixels
Absolute world space view position (differs from the camera position in the shadow passes)
Absolute world space camera position
Horizontal and vertical position of the viewport in pixels within the buffer.
Number of temporal AA sample used across multiple to converge to anti aliased output.
Index of the Temporal AA jitter for this frame.
Offset of the temporal sample for this frame in pixel size.
Mip Level that Runtime Virtual Texture Output is rendering to.
World space derivatives for Runtime Virtual Texture Output.
Pre Exposure
Maximum mip level of Runtime Virtual Texture that Runtime Virtual Texture Output is rendering to.
Screen percentage at which the rendering resolution happens, to allow tech-art to remain consistent with dynamic resolution.
Post process volume user flags, useful for varying the behavior of a material per view
Horizontal and vertical first person field of view angles in radian
Tan(FirstPersonFieldOfView * 0.5)
Scaling factor applied to first person primitives to keep them from intersecting with the scene.
Near plane.
|
| UMETA | Horizontal and vertical size of the view's buffer in pixels
Horizontal and vertical field of view angles in radian
Tan(FieldOfView * 0.5)
Horizontal and vertical size of the view in pixels
Absolute world space view position (differs from the camera position in the shadow passes)
Absolute world space camera position
Horizontal and vertical position of the viewport in pixels within the buffer.
Number of temporal AA sample used across multiple to converge to anti aliased output.
Index of the Temporal AA jitter for this frame.
Offset of the temporal sample for this frame in pixel size.
Mip Level that Runtime Virtual Texture Output is rendering to.
World space derivatives for Runtime Virtual Texture Output.
Pre Exposure
Maximum mip level of Runtime Virtual Texture that Runtime Virtual Texture Output is rendering to.
Screen percentage at which the rendering resolution happens, to allow tech-art to remain consistent with dynamic resolution.
Post process volume user flags, useful for varying the behavior of a material per view
Horizontal and vertical first person field of view angles in radian
Tan(FirstPersonFieldOfView * 0.5)
Scaling factor applied to first person primitives to keep them from intersecting with the scene.
Near plane.
|
| UMETA | Horizontal and vertical size of the view's buffer in pixels
Horizontal and vertical field of view angles in radian
Tan(FieldOfView * 0.5)
Horizontal and vertical size of the view in pixels
Absolute world space view position (differs from the camera position in the shadow passes)
Absolute world space camera position
Horizontal and vertical position of the viewport in pixels within the buffer.
Number of temporal AA sample used across multiple to converge to anti aliased output.
Index of the Temporal AA jitter for this frame.
Offset of the temporal sample for this frame in pixel size.
Mip Level that Runtime Virtual Texture Output is rendering to.
World space derivatives for Runtime Virtual Texture Output.
Pre Exposure
Maximum mip level of Runtime Virtual Texture that Runtime Virtual Texture Output is rendering to.
Screen percentage at which the rendering resolution happens, to allow tech-art to remain consistent with dynamic resolution.
Post process volume user flags, useful for varying the behavior of a material per view
Horizontal and vertical first person field of view angles in radian
Tan(FirstPersonFieldOfView * 0.5)
Scaling factor applied to first person primitives to keep them from intersecting with the scene.
Near plane.
|
| UMETA | Horizontal and vertical size of the view's buffer in pixels
Horizontal and vertical field of view angles in radian
Tan(FieldOfView * 0.5)
Horizontal and vertical size of the view in pixels
Absolute world space view position (differs from the camera position in the shadow passes)
Absolute world space camera position
Horizontal and vertical position of the viewport in pixels within the buffer.
Number of temporal AA sample used across multiple to converge to anti aliased output.
Index of the Temporal AA jitter for this frame.
Offset of the temporal sample for this frame in pixel size.
Mip Level that Runtime Virtual Texture Output is rendering to.
World space derivatives for Runtime Virtual Texture Output.
Pre Exposure
Maximum mip level of Runtime Virtual Texture that Runtime Virtual Texture Output is rendering to.
Screen percentage at which the rendering resolution happens, to allow tech-art to remain consistent with dynamic resolution.
Post process volume user flags, useful for varying the behavior of a material per view
Horizontal and vertical first person field of view angles in radian
Tan(FirstPersonFieldOfView * 0.5)
Scaling factor applied to first person primitives to keep them from intersecting with the scene.
Near plane.
|
| UMETA | Horizontal and vertical size of the view's buffer in pixels
Horizontal and vertical field of view angles in radian
Tan(FieldOfView * 0.5)
Horizontal and vertical size of the view in pixels
Absolute world space view position (differs from the camera position in the shadow passes)
Absolute world space camera position
Horizontal and vertical position of the viewport in pixels within the buffer.
Number of temporal AA sample used across multiple to converge to anti aliased output.
Index of the Temporal AA jitter for this frame.
Offset of the temporal sample for this frame in pixel size.
Mip Level that Runtime Virtual Texture Output is rendering to.
World space derivatives for Runtime Virtual Texture Output.
Pre Exposure
Maximum mip level of Runtime Virtual Texture that Runtime Virtual Texture Output is rendering to.
Screen percentage at which the rendering resolution happens, to allow tech-art to remain consistent with dynamic resolution.
Post process volume user flags, useful for varying the behavior of a material per view
Horizontal and vertical first person field of view angles in radian
Tan(FirstPersonFieldOfView * 0.5)
Scaling factor applied to first person primitives to keep them from intersecting with the scene.
Near plane.
|
| UMETA | Horizontal and vertical size of the view's buffer in pixels
Horizontal and vertical field of view angles in radian
Tan(FieldOfView * 0.5)
Horizontal and vertical size of the view in pixels
Absolute world space view position (differs from the camera position in the shadow passes)
Absolute world space camera position
Horizontal and vertical position of the viewport in pixels within the buffer.
Number of temporal AA sample used across multiple to converge to anti aliased output.
Index of the Temporal AA jitter for this frame.
Offset of the temporal sample for this frame in pixel size.
Mip Level that Runtime Virtual Texture Output is rendering to.
World space derivatives for Runtime Virtual Texture Output.
Pre Exposure
Maximum mip level of Runtime Virtual Texture that Runtime Virtual Texture Output is rendering to.
Screen percentage at which the rendering resolution happens, to allow tech-art to remain consistent with dynamic resolution.
Post process volume user flags, useful for varying the behavior of a material per view
Horizontal and vertical first person field of view angles in radian
Tan(FirstPersonFieldOfView * 0.5)
Scaling factor applied to first person primitives to keep them from intersecting with the scene.
Near plane.
|
| UMETA | Horizontal and vertical size of the view's buffer in pixels
Horizontal and vertical field of view angles in radian
Tan(FieldOfView * 0.5)
Horizontal and vertical size of the view in pixels
Absolute world space view position (differs from the camera position in the shadow passes)
Absolute world space camera position
Horizontal and vertical position of the viewport in pixels within the buffer.
Number of temporal AA sample used across multiple to converge to anti aliased output.
Index of the Temporal AA jitter for this frame.
Offset of the temporal sample for this frame in pixel size.
Mip Level that Runtime Virtual Texture Output is rendering to.
World space derivatives for Runtime Virtual Texture Output.
Pre Exposure
Maximum mip level of Runtime Virtual Texture that Runtime Virtual Texture Output is rendering to.
Screen percentage at which the rendering resolution happens, to allow tech-art to remain consistent with dynamic resolution.
Post process volume user flags, useful for varying the behavior of a material per view
Horizontal and vertical first person field of view angles in radian
Tan(FirstPersonFieldOfView * 0.5)
Scaling factor applied to first person primitives to keep them from intersecting with the scene.
Near plane.
|
| UMETA | Horizontal and vertical size of the view's buffer in pixels
Horizontal and vertical field of view angles in radian
Tan(FieldOfView * 0.5)
Horizontal and vertical size of the view in pixels
Absolute world space view position (differs from the camera position in the shadow passes)
Absolute world space camera position
Horizontal and vertical position of the viewport in pixels within the buffer.
Number of temporal AA sample used across multiple to converge to anti aliased output.
Index of the Temporal AA jitter for this frame.
Offset of the temporal sample for this frame in pixel size.
Mip Level that Runtime Virtual Texture Output is rendering to.
World space derivatives for Runtime Virtual Texture Output.
Pre Exposure
Maximum mip level of Runtime Virtual Texture that Runtime Virtual Texture Output is rendering to.
Screen percentage at which the rendering resolution happens, to allow tech-art to remain consistent with dynamic resolution.
Post process volume user flags, useful for varying the behavior of a material per view
Horizontal and vertical first person field of view angles in radian
Tan(FirstPersonFieldOfView * 0.5)
Scaling factor applied to first person primitives to keep them from intersecting with the scene.
Near plane.
|
| UMETA | Horizontal and vertical size of the view's buffer in pixels
Horizontal and vertical field of view angles in radian
Tan(FieldOfView * 0.5)
Horizontal and vertical size of the view in pixels
Absolute world space view position (differs from the camera position in the shadow passes)
Absolute world space camera position
Horizontal and vertical position of the viewport in pixels within the buffer.
Number of temporal AA sample used across multiple to converge to anti aliased output.
Index of the Temporal AA jitter for this frame.
Offset of the temporal sample for this frame in pixel size.
Mip Level that Runtime Virtual Texture Output is rendering to.
World space derivatives for Runtime Virtual Texture Output.
Pre Exposure
Maximum mip level of Runtime Virtual Texture that Runtime Virtual Texture Output is rendering to.
Screen percentage at which the rendering resolution happens, to allow tech-art to remain consistent with dynamic resolution.
Post process volume user flags, useful for varying the behavior of a material per view
Horizontal and vertical first person field of view angles in radian
Tan(FirstPersonFieldOfView * 0.5)
Scaling factor applied to first person primitives to keep them from intersecting with the scene.
Near plane.
|
| MEVP_MAX | |