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

Go to the source code of this file.

Classes

struct  FMobileBasePassTextures
 
class  TMobileBasePassShaderElementData< LightMapPolicyType >
 
class  TMobileBasePassVSPolicyParamType< LightMapPolicyType >
 
class  TMobileBasePassVSBaseType< LightMapPolicyType >
 
class  TMobileBasePassVS< LightMapPolicyType >
 
class  TMobileBasePassPSPolicyParamType< LightMapPolicyType >
 
class  TMobileBasePassPSBaseType< LightMapPolicyType >
 
class  TMobileBasePassPS< LightMapPolicyType, LocalLightSetting, TranslucentColorTransmittanceFallback >
 
class  FMobileBasePassMeshProcessor
 

Namespaces

namespace  MobileBasePass
 

Typedefs

typedef TArray< ELightMapPolicyType, TInlineAllocator< 4 > > FMobileLightMapPolicyTypeList
 

Enumerations

enum class  EMobileBasePass { DepthPrePass , Opaque , Translucent }
 
enum class  EMobileTranslucentColorTransmittanceMode { DEFAULT , DUAL_SRC_BLENDING , PROGRAMMABLE_BLENDING , SINGLE_SRC_BLENDING }
 

Functions

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

Typedef Documentation

◆ FMobileLightMapPolicyTypeList

Enumeration Type Documentation

◆ EMobileBasePass

enum class EMobileBasePass
strong
Enumerator
DepthPrePass 
Opaque 
Translucent 

◆ EMobileTranslucentColorTransmittanceMode

Enumerator
DEFAULT 
DUAL_SRC_BLENDING 
PROGRAMMABLE_BLENDING 
SINGLE_SRC_BLENDING 

Function Documentation

◆ CreateMobileBasePassUniformBuffer()

TRDGUniformBufferRef< FMobileBasePassUniformParameters > CreateMobileBasePassUniformBuffer ( FRDGBuilder GraphBuilder,
const FViewInfo View,
EMobileBasePass  BasePass,
EMobileSceneTextureSetupMode  SetupMode,
const FMobileBasePassTextures MobileBasePassTextures = {},
bool  bForRealtimeSkyCapture = false,
bool  bIsRenderingDeferredBasepass = false 
)
extern

◆ ENUM_CLASS_FLAGS()

ENUM_CLASS_FLAGS ( FMobileBasePassMeshProcessor::EFlags  )

◆ GetMobileForwardLocalLightSetting()

EMobileLocalLightSetting GetMobileForwardLocalLightSetting ( EShaderPlatform  ShaderPlatform)

◆ 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)

◆ MobileLocalLightsBufferEnabled()

bool MobileLocalLightsBufferEnabled ( const FStaticShaderPlatform  Platform)

◆ MobileMergeLocalLightsInBasepassEnabled()

bool MobileMergeLocalLightsInBasepassEnabled ( const FStaticShaderPlatform  Platform)

◆ MobileMergeLocalLightsInPrepassEnabled()

bool MobileMergeLocalLightsInPrepassEnabled ( const FStaticShaderPlatform  Platform)

◆ SetupMobileBasePassUniformParameters()

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

◆ SetupMobileDirectionalLightUniformParameters()

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

◆ SetupMobileSkyReflectionUniformParameters()

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

◆ ShouldCacheShaderForColorTransmittanceFallback()

bool ShouldCacheShaderForColorTransmittanceFallback ( const FMaterialShaderPermutationParameters Parameters,
EMobileTranslucentColorTransmittanceMode  TranslucentColorTransmittanceFallback 
)