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| bool | MobileLocalLightsBufferEnabled (const FStaticShaderPlatform Platform) |
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| bool | MobileMergeLocalLightsInPrepassEnabled (const FStaticShaderPlatform Platform) |
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| bool | MobileMergeLocalLightsInBasepassEnabled (const FStaticShaderPlatform Platform) |
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| void | SetupMobileBasePassUniformParameters (FRDGBuilder &GraphBuilder, const FViewInfo &View, EMobileBasePass BasePass, EMobileSceneTextureSetupMode SetupMode, FMobileBasePassUniformParameters &BasePassParameters, const FMobileBasePassTextures &MobileBasePassTextures={}, bool bForRealtimeSkyCapture=false, bool bIsRenderingDeferredBasepass=false) |
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| TRDGUniformBufferRef< FMobileBasePassUniformParameters > | CreateMobileBasePassUniformBuffer (FRDGBuilder &GraphBuilder, const FViewInfo &View, EMobileBasePass BasePass, EMobileSceneTextureSetupMode SetupMode, const FMobileBasePassTextures &MobileBasePassTextures={}, bool bForRealtimeSkyCapture=false, bool bIsRenderingDeferredBasepass=false) |
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| void | SetupMobileDirectionalLightUniformParameters (const FScene &Scene, const FViewInfo &View, const TArray< FVisibleLightInfo, SceneRenderingAllocator > &VisibleLightInfos, int32 ChannelIdx, bool bDynamicShadows, FMobileDirectionalLightShaderParameters &Parameters) |
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| void | SetupMobileSkyReflectionUniformParameters (const FScene *Scene, class FSkyLightSceneProxy *SkyLight, FMobileReflectionCaptureShaderParameters &Parameters) |
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| EMobileLocalLightSetting | GetMobileForwardLocalLightSetting (EShaderPlatform ShaderPlatform) |
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| EMobileTranslucentColorTransmittanceMode | MobileDefaultTranslucentColorTransmittanceMode (EShaderPlatform Platform) |
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| EMobileTranslucentColorTransmittanceMode | MobileActiveTranslucentColorTransmittanceMode (EShaderPlatform Platform, bool bExplicitDefaultMode) |
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| bool | MaterialRequiresColorTransmittanceBlending (const FMaterial &MaterialResource) |
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| bool | MaterialRequiresColorTransmittanceBlending (const FMaterialShaderParameters &MaterialParameters) |
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| bool | ShouldCacheShaderForColorTransmittanceFallback (const FMaterialShaderPermutationParameters &Parameters, EMobileTranslucentColorTransmittanceMode TranslucentColorTransmittanceFallback) |
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| void | MobileBasePassModifyCompilationEnvironment (const FMaterialShaderPermutationParameters &Parameters, FShaderCompilerEnvironment &OutEnvironment) |
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| ELightMapPolicyType | MobileBasePass::SelectMeshLightmapPolicy (const FScene *Scene, const FMeshBatch &MeshBatch, const FPrimitiveSceneProxy *PrimitiveSceneProxy, bool bPrimReceivesCSM, bool bUsedDeferredShading, bool bIsLitMaterial, bool bIsTranslucent) |
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| FMobileLightMapPolicyTypeList | MobileBasePass::GetUniformLightMapPolicyTypeForPSOCollection (bool bLitMaterial, bool bTranslucent, bool bUsesDeferredShading, bool bCanReceiveCSM, bool bMovable) |
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| bool | MobileBasePass::GetShaders (ELightMapPolicyType LightMapPolicyType, EMobileLocalLightSetting LocalLightSetting, const FMaterial &MaterialResource, const FVertexFactoryType *VertexFactoryType, TShaderRef< TMobileBasePassVSPolicyParamType< FUniformLightMapPolicy > > &VertexShader, TShaderRef< TMobileBasePassPSPolicyParamType< FUniformLightMapPolicy > > &PixelShader) |
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| const FLightSceneInfo * | MobileBasePass::GetDirectionalLightInfo (const FScene *Scene, const FPrimitiveSceneProxy *PrimitiveSceneProxy) |
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| bool | MobileBasePass::StaticCanReceiveCSM (const FLightSceneInfo *LightSceneInfo, const FPrimitiveSceneProxy *PrimitiveSceneProxy) |
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| void | MobileBasePass::SetOpaqueRenderState (FMeshPassProcessorRenderState &DrawRenderState, const FPrimitiveSceneProxy *PrimitiveSceneProxy, const FMaterial &Material, FMaterialShadingModelField ShadingModels, bool bEnableReceiveDecalOutput, bool bUsesDeferredShading) |
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| void | MobileBasePass::SetTranslucentRenderState (FMeshPassProcessorRenderState &DrawRenderState, const FMaterial &Material, FMaterialShadingModelField ShadingModels) |
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| | ENUM_CLASS_FLAGS (FMobileBasePassMeshProcessor::EFlags) |
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