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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include "MobileBasePassRendering.h"#include "DynamicPrimitiveDrawing.h"#include "ScenePrivate.h"#include "SceneProxies/SkyLightSceneProxy.h"#include "SceneTextureParameters.h"#include "ShaderPlatformQualitySettings.h"#include "MaterialShaderQualitySettings.h"#include "PrimitiveSceneInfo.h"#include "MeshPassProcessor.h"#include "MeshPassProcessor.inl"#include "EditorPrimitivesRendering.h"#include "FramePro/FrameProProfiler.h"#include "Engine/SubsurfaceProfile.h"#include "Engine/SpecularProfile.h"#include "LocalLightSceneProxy.h"#include "ReflectionEnvironment.h"#include "RenderCore.h"#include "LocalFogVolumeRendering.h"#include "DistortionRendering.h"Macros | |
| #define | IMPLEMENT_MOBILE_SHADING_BASEPASS_LIGHTMAPPED_VERTEX_SHADER_TYPE(LightMapPolicyType, LightMapPolicyName) |
| #define | IMPLEMENT_MOBILE_SHADING_BASEPASS_LIGHTMAPPED_PIXEL_SHADER_TYPE(LightMapPolicyType, LightMapPolicyName, LocalLightSetting) |
| #define | IMPLEMENT_MOBILE_SHADING_BASEPASS_LIGHTMAPPED_SHADER_TYPE(LightMapPolicyType, LightMapPolicyName) |
| #define IMPLEMENT_MOBILE_SHADING_BASEPASS_LIGHTMAPPED_PIXEL_SHADER_TYPE | ( | LightMapPolicyType, | |
| LightMapPolicyName, | |||
| LocalLightSetting | |||
| ) |
| #define IMPLEMENT_MOBILE_SHADING_BASEPASS_LIGHTMAPPED_SHADER_TYPE | ( | LightMapPolicyType, | |
| LightMapPolicyName | |||
| ) |
| #define IMPLEMENT_MOBILE_SHADING_BASEPASS_LIGHTMAPPED_VERTEX_SHADER_TYPE | ( | LightMapPolicyType, | |
| LightMapPolicyName | |||
| ) |
| TRDGUniformBufferRef< FMobileBasePassUniformParameters > CreateMobileBasePassUniformBuffer | ( | FRDGBuilder & | GraphBuilder, |
| const FViewInfo & | View, | ||
| EMobileBasePass | BasePass, | ||
| EMobileSceneTextureSetupMode | SetupMode, | ||
| const FMobileBasePassTextures & | MobileBasePassTextures, | ||
| bool | bForRealtimeSkyCapture, | ||
| bool | bIsRenderingDeferredBasepass | ||
| ) |
| IMPLEMENT_MOBILE_SHADING_BASEPASS_LIGHTMAPPED_SHADER_TYPE | ( | TUniformLightMapPolicy< LMP_LQ_LIGHTMAP > | , |
| TLightMapPolicyLQ | |||
| ) |
| IMPLEMENT_MOBILE_SHADING_BASEPASS_LIGHTMAPPED_SHADER_TYPE | ( | TUniformLightMapPolicy< LMP_MOBILE_DIRECTIONAL_LIGHT_AND_SH_INDIRECT > | , |
| FMobileDirectionalLightAndSHIndirectPolicy | |||
| ) |
| IMPLEMENT_MOBILE_SHADING_BASEPASS_LIGHTMAPPED_SHADER_TYPE | ( | TUniformLightMapPolicy< LMP_MOBILE_DIRECTIONAL_LIGHT_CSM > | , |
| FMobileDirectionalLightAndCSMPolicy | |||
| ) |
| IMPLEMENT_MOBILE_SHADING_BASEPASS_LIGHTMAPPED_SHADER_TYPE | ( | TUniformLightMapPolicy< LMP_MOBILE_DIRECTIONAL_LIGHT_CSM_AND_LIGHTMAP > | , |
| FMobileDirectionalLightCSMAndLightMapPolicy | |||
| ) |
| IMPLEMENT_MOBILE_SHADING_BASEPASS_LIGHTMAPPED_SHADER_TYPE | ( | TUniformLightMapPolicy< LMP_MOBILE_DIRECTIONAL_LIGHT_CSM_AND_SH_INDIRECT > | , |
| FMobileDirectionalLightCSMAndSHIndirectPolicy | |||
| ) |
| IMPLEMENT_MOBILE_SHADING_BASEPASS_LIGHTMAPPED_SHADER_TYPE | ( | TUniformLightMapPolicy< LMP_MOBILE_DISTANCE_FIELD_SHADOWS_AND_LQ_LIGHTMAP > | , |
| FMobileDistanceFieldShadowsAndLQLightMapPolicy | |||
| ) |
| IMPLEMENT_MOBILE_SHADING_BASEPASS_LIGHTMAPPED_SHADER_TYPE | ( | TUniformLightMapPolicy< LMP_MOBILE_DISTANCE_FIELD_SHADOWS_LIGHTMAP_AND_CSM > | , |
| FMobileDistanceFieldShadowsLightMapAndCSMLightingPolicy | |||
| ) |
| IMPLEMENT_MOBILE_SHADING_BASEPASS_LIGHTMAPPED_SHADER_TYPE | ( | TUniformLightMapPolicy< LMP_NO_LIGHTMAP > | , |
| FNoLightMapPolicy | |||
| ) |
| IMPLEMENT_STATIC_UNIFORM_BUFFER_STRUCT | ( | FMobileBasePassUniformParameters | , |
| "MobileBasePass" | , | ||
| SceneTextures | |||
| ) |
| bool MaterialRequiresColorTransmittanceBlending | ( | const FMaterialShaderParameters & | MaterialParameters | ) |
| EMobileTranslucentColorTransmittanceMode MobileActiveTranslucentColorTransmittanceMode | ( | EShaderPlatform | Platform, |
| bool | bExplicitDefaultMode | ||
| ) |
| void MobileBasePassModifyCompilationEnvironment | ( | const FMaterialShaderPermutationParameters & | Parameters, |
| FShaderCompilerEnvironment & | OutEnvironment | ||
| ) |
| EMobileTranslucentColorTransmittanceMode MobileDefaultTranslucentColorTransmittanceMode | ( | EShaderPlatform | Platform | ) |
|
extern |
| void SetupMobileBasePassUniformParameters | ( | FRDGBuilder & | GraphBuilder, |
| const FViewInfo & | View, | ||
| EMobileBasePass | BasePass, | ||
| EMobileSceneTextureSetupMode | SetupMode, | ||
| FMobileBasePassUniformParameters & | BasePassParameters, | ||
| const FMobileBasePassTextures & | MobileBasePassTextures, | ||
| bool | bForRealtimeSkyCapture, | ||
| bool | bIsRenderingDeferredBasepass | ||
| ) |
| void SetupMobileDirectionalLightUniformParameters | ( | const FScene & | Scene, |
| const FViewInfo & | SceneView, | ||
| const TArray< FVisibleLightInfo, SceneRenderingAllocator > & | VisibleLightInfos, | ||
| int32 | ChannelIdx, | ||
| bool | bDynamicShadows, | ||
| FMobileDirectionalLightShaderParameters & | Params | ||
| ) |
| void SetupMobileSkyReflectionUniformParameters | ( | const FScene * | Scene, |
| FSkyLightSceneProxy * | SkyLight, | ||
| FMobileReflectionCaptureShaderParameters & | Parameters | ||
| ) |
| bool ShouldCacheShaderForColorTransmittanceFallback | ( | const FMaterialShaderPermutationParameters & | Parameters, |
| const EMobileTranslucentColorTransmittanceMode | TranslucentColorTransmittanceFallback | ||
| ) |