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

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)
 

Functions

 IMPLEMENT_STATIC_UNIFORM_BUFFER_STRUCT (FMobileBasePassUniformParameters, "MobileBasePass", SceneTextures)
 
EMobileTranslucentColorTransmittanceMode MobileDefaultTranslucentColorTransmittanceMode (EShaderPlatform Platform)
 
EMobileTranslucentColorTransmittanceMode MobileActiveTranslucentColorTransmittanceMode (EShaderPlatform Platform, bool bExplicitDefaultMode)
 
 IMPLEMENT_MOBILE_SHADING_BASEPASS_LIGHTMAPPED_SHADER_TYPE (TUniformLightMapPolicy< LMP_NO_LIGHTMAP >, FNoLightMapPolicy)
 
 IMPLEMENT_MOBILE_SHADING_BASEPASS_LIGHTMAPPED_SHADER_TYPE (TUniformLightMapPolicy< LMP_LQ_LIGHTMAP >, TLightMapPolicyLQ)
 
 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_MOBILE_DIRECTIONAL_LIGHT_CSM_AND_LIGHTMAP >, FMobileDirectionalLightCSMAndLightMapPolicy)
 
 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_AND_SH_INDIRECT >, FMobileDirectionalLightCSMAndSHIndirectPolicy)
 
 IMPLEMENT_MOBILE_SHADING_BASEPASS_LIGHTMAPPED_SHADER_TYPE (TUniformLightMapPolicy< LMP_MOBILE_DIRECTIONAL_LIGHT_CSM >, FMobileDirectionalLightAndCSMPolicy)
 
bool MaterialRequiresColorTransmittanceBlending (const FMaterial &MaterialResource)
 
bool MaterialRequiresColorTransmittanceBlending (const FMaterialShaderParameters &MaterialParameters)
 
bool ShouldCacheShaderForColorTransmittanceFallback (const FMaterialShaderPermutationParameters &Parameters, const EMobileTranslucentColorTransmittanceMode TranslucentColorTransmittanceFallback)
 
void MobileBasePassModifyCompilationEnvironment (const FMaterialShaderPermutationParameters &Parameters, FShaderCompilerEnvironment &OutEnvironment)
 
void SetupDummyForwardLightUniformParameters (FRDGBuilder &GraphBuilder, FForwardLightUniformParameters &ForwardLightUniformParameters, EShaderPlatform ShaderPlatform)
 
void SetupMobileBasePassUniformParameters (FRDGBuilder &GraphBuilder, const FViewInfo &View, EMobileBasePass BasePass, EMobileSceneTextureSetupMode SetupMode, FMobileBasePassUniformParameters &BasePassParameters, const FMobileBasePassTextures &MobileBasePassTextures, bool bForRealtimeSkyCapture, bool bIsRenderingDeferredBasepass)
 
TRDGUniformBufferRef< FMobileBasePassUniformParametersCreateMobileBasePassUniformBuffer (FRDGBuilder &GraphBuilder, const FViewInfo &View, EMobileBasePass BasePass, EMobileSceneTextureSetupMode SetupMode, 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)
 

Macro Definition Documentation

◆ IMPLEMENT_MOBILE_SHADING_BASEPASS_LIGHTMAPPED_PIXEL_SHADER_TYPE

#define IMPLEMENT_MOBILE_SHADING_BASEPASS_LIGHTMAPPED_PIXEL_SHADER_TYPE (   LightMapPolicyType,
  LightMapPolicyName,
  LocalLightSetting 
)
Value:
IMPLEMENT_MATERIAL_SHADER_TYPE(template<>, TMobileBasePassPS##LightMapPolicyName##LocalLightSetting, TEXT("/Engine/Private/MobileBasePassPixelShader.usf"), TEXT("Main"), SF_Pixel); \
#define TEXT(x)
Definition Platform.h:1272
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition SharedPointer.h:127
@ SF_Pixel
Definition RHIDefinitions.h:206
Definition MobileBasePassRendering.h:362

◆ IMPLEMENT_MOBILE_SHADING_BASEPASS_LIGHTMAPPED_SHADER_TYPE

#define IMPLEMENT_MOBILE_SHADING_BASEPASS_LIGHTMAPPED_SHADER_TYPE (   LightMapPolicyType,
  LightMapPolicyName 
)

◆ IMPLEMENT_MOBILE_SHADING_BASEPASS_LIGHTMAPPED_VERTEX_SHADER_TYPE

#define IMPLEMENT_MOBILE_SHADING_BASEPASS_LIGHTMAPPED_VERTEX_SHADER_TYPE (   LightMapPolicyType,
  LightMapPolicyName 
)
Value:
IMPLEMENT_MATERIAL_SHADER_TYPE(template<>, TMobileBasePassVS##LightMapPolicyName, TEXT("/Engine/Private/MobileBasePassVertexShader.usf"), TEXT("Main"), SF_Vertex); \
@ SF_Vertex
Definition RHIDefinitions.h:203
Definition MobileBasePassRendering.h:226

Function Documentation

◆ CreateMobileBasePassUniformBuffer()

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() [1/8]

IMPLEMENT_MOBILE_SHADING_BASEPASS_LIGHTMAPPED_SHADER_TYPE ( TUniformLightMapPolicy< LMP_LQ_LIGHTMAP ,
TLightMapPolicyLQ   
)

◆ IMPLEMENT_MOBILE_SHADING_BASEPASS_LIGHTMAPPED_SHADER_TYPE() [2/8]

IMPLEMENT_MOBILE_SHADING_BASEPASS_LIGHTMAPPED_SHADER_TYPE ( TUniformLightMapPolicy< LMP_MOBILE_DIRECTIONAL_LIGHT_AND_SH_INDIRECT ,
FMobileDirectionalLightAndSHIndirectPolicy   
)

◆ IMPLEMENT_MOBILE_SHADING_BASEPASS_LIGHTMAPPED_SHADER_TYPE() [3/8]

IMPLEMENT_MOBILE_SHADING_BASEPASS_LIGHTMAPPED_SHADER_TYPE ( TUniformLightMapPolicy< LMP_MOBILE_DIRECTIONAL_LIGHT_CSM ,
FMobileDirectionalLightAndCSMPolicy   
)

◆ IMPLEMENT_MOBILE_SHADING_BASEPASS_LIGHTMAPPED_SHADER_TYPE() [4/8]

IMPLEMENT_MOBILE_SHADING_BASEPASS_LIGHTMAPPED_SHADER_TYPE ( TUniformLightMapPolicy< LMP_MOBILE_DIRECTIONAL_LIGHT_CSM_AND_LIGHTMAP ,
FMobileDirectionalLightCSMAndLightMapPolicy   
)

◆ IMPLEMENT_MOBILE_SHADING_BASEPASS_LIGHTMAPPED_SHADER_TYPE() [5/8]

IMPLEMENT_MOBILE_SHADING_BASEPASS_LIGHTMAPPED_SHADER_TYPE ( TUniformLightMapPolicy< LMP_MOBILE_DIRECTIONAL_LIGHT_CSM_AND_SH_INDIRECT ,
FMobileDirectionalLightCSMAndSHIndirectPolicy   
)

◆ IMPLEMENT_MOBILE_SHADING_BASEPASS_LIGHTMAPPED_SHADER_TYPE() [6/8]

IMPLEMENT_MOBILE_SHADING_BASEPASS_LIGHTMAPPED_SHADER_TYPE ( TUniformLightMapPolicy< LMP_MOBILE_DISTANCE_FIELD_SHADOWS_AND_LQ_LIGHTMAP ,
FMobileDistanceFieldShadowsAndLQLightMapPolicy   
)

◆ IMPLEMENT_MOBILE_SHADING_BASEPASS_LIGHTMAPPED_SHADER_TYPE() [7/8]

◆ IMPLEMENT_MOBILE_SHADING_BASEPASS_LIGHTMAPPED_SHADER_TYPE() [8/8]

IMPLEMENT_MOBILE_SHADING_BASEPASS_LIGHTMAPPED_SHADER_TYPE ( TUniformLightMapPolicy< LMP_NO_LIGHTMAP ,
FNoLightMapPolicy   
)

◆ IMPLEMENT_STATIC_UNIFORM_BUFFER_STRUCT()

IMPLEMENT_STATIC_UNIFORM_BUFFER_STRUCT ( FMobileBasePassUniformParameters  ,
"MobileBasePass"  ,
SceneTextures   
)

◆ MaterialRequiresColorTransmittanceBlending() [1/2]

bool MaterialRequiresColorTransmittanceBlending ( const FMaterial MaterialResource)

◆ MaterialRequiresColorTransmittanceBlending() [2/2]

bool MaterialRequiresColorTransmittanceBlending ( const FMaterialShaderParameters MaterialParameters)

◆ MobileActiveTranslucentColorTransmittanceMode()

EMobileTranslucentColorTransmittanceMode MobileActiveTranslucentColorTransmittanceMode ( EShaderPlatform  Platform,
bool  bExplicitDefaultMode 
)

◆ MobileBasePassModifyCompilationEnvironment()

void MobileBasePassModifyCompilationEnvironment ( const FMaterialShaderPermutationParameters Parameters,
FShaderCompilerEnvironment OutEnvironment 
)

◆ MobileDefaultTranslucentColorTransmittanceMode()

EMobileTranslucentColorTransmittanceMode MobileDefaultTranslucentColorTransmittanceMode ( EShaderPlatform  Platform)

◆ SetupDummyForwardLightUniformParameters()

void SetupDummyForwardLightUniformParameters ( FRDGBuilder GraphBuilder,
FForwardLightUniformParameters ForwardLightUniformParameters,
EShaderPlatform  ShaderPlatform 
)
extern

◆ SetupMobileBasePassUniformParameters()

void SetupMobileBasePassUniformParameters ( FRDGBuilder GraphBuilder,
const FViewInfo View,
EMobileBasePass  BasePass,
EMobileSceneTextureSetupMode  SetupMode,
FMobileBasePassUniformParameters BasePassParameters,
const FMobileBasePassTextures MobileBasePassTextures,
bool  bForRealtimeSkyCapture,
bool  bIsRenderingDeferredBasepass 
)

◆ SetupMobileDirectionalLightUniformParameters()

void SetupMobileDirectionalLightUniformParameters ( const FScene Scene,
const FViewInfo SceneView,
const TArray< FVisibleLightInfo, SceneRenderingAllocator > &  VisibleLightInfos,
int32  ChannelIdx,
bool  bDynamicShadows,
FMobileDirectionalLightShaderParameters Params 
)

◆ SetupMobileSkyReflectionUniformParameters()

void SetupMobileSkyReflectionUniformParameters ( const FScene Scene,
FSkyLightSceneProxy SkyLight,
FMobileReflectionCaptureShaderParameters Parameters 
)

◆ ShouldCacheShaderForColorTransmittanceFallback()

bool ShouldCacheShaderForColorTransmittanceFallback ( const FMaterialShaderPermutationParameters Parameters,
const EMobileTranslucentColorTransmittanceMode  TranslucentColorTransmittanceFallback 
)