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

Classes

class  FMobileDirectionalLightFunctionPS
 
class  FMobileRadialLightFunctionPS
 
class  FMobileReflectionEnvironmentSkyLightingPS
 
struct  FCachedLightMaterial
 
class  FDeferredMobileLightMaterialPSOCollector
 

Functions

 DECLARE_GPU_STAT (DeferredShading)
 
 IMPLEMENT_MATERIAL_SHADER_TYPE (, FMobileDirectionalLightFunctionPS, TEXT("/Engine/Private/MobileDeferredShading.usf"), TEXT("MobileDirectionalLightPS"), SF_Pixel)
 
 IMPLEMENT_MATERIAL_SHADER_TYPE (, FMobileRadialLightFunctionPS, TEXT("/Engine/Private/MobileDeferredShading.usf"), TEXT("MobileRadialLightPS"), SF_Pixel)
 
 IMPLEMENT_GLOBAL_SHADER (FMobileReflectionEnvironmentSkyLightingPS, "/Engine/Private/MobileDeferredShading.usf", "MobileReflectionEnvironmentSkyLightingPS", SF_Pixel)
 
constexpr uint32 GetLightingChannel (uint32 LightingChannelMask)
 
constexpr uint8 GetLightingChannelStencilValue (uint32 LightingChannel)
 
constexpr bool IsOnlyDefaultLitShadingModel (uint32 ShadingModelMask)
 
uint8 PassShadingModelStencilValue (bool bEnableShadingModelSupport)
 
void RenderReflectionEnvironmentSkyLighting (FRHICommandList &RHICmdList, const FScene &Scene, const FViewInfo &View, const EMobileSSRQuality MobileSSRQuality, FRDGTextureRef DynamicBentNormalAOTexture)
 
void MobileDeferredShadingPass (FRHICommandList &RHICmdList, int32 ViewIndex, int32 NumViews, const FViewInfo &View, const FScene &Scene, const FSortedLightSetSceneInfo &SortedLightSet, const TArray< FVisibleLightInfo, SceneRenderingAllocator > &VisibleLightInfos, EMobileSSRQuality MobileSSRQuality, FRDGTextureRef DynamicBentNormalAOTexture)
 
IPSOCollectorCreateDeferredMobileLightMaterialPSOCollector (ERHIFeatureLevel::Type FeatureLevel)
 

Variables

int32 GMobileUseClusteredDeferredShading = 0
 
int32 GMobileUseLightStencilCulling = 0
 
int32 GMobileIgnoreDeferredShadingSkyLightChannels = 0
 
FRegisterPSOCollectorCreateFunction RegisterDeferredMobileLightMaterialPSOCollectorCreateDeferredMobileLightMaterialPSOCollector
 

Function Documentation

◆ CreateDeferredMobileLightMaterialPSOCollector()

IPSOCollector * CreateDeferredMobileLightMaterialPSOCollector ( ERHIFeatureLevel::Type  FeatureLevel)

◆ DECLARE_GPU_STAT()

DECLARE_GPU_STAT ( DeferredShading  )

◆ GetLightingChannel()

constexpr uint32 GetLightingChannel ( uint32  LightingChannelMask)
constexpr

◆ GetLightingChannelStencilValue()

constexpr uint8 GetLightingChannelStencilValue ( uint32  LightingChannel)
constexpr

◆ IMPLEMENT_GLOBAL_SHADER()

IMPLEMENT_GLOBAL_SHADER ( FMobileReflectionEnvironmentSkyLightingPS  ,
"/Engine/Private/MobileDeferredShading.usf"  ,
"MobileReflectionEnvironmentSkyLightingPS"  ,
SF_Pixel   
)

◆ IMPLEMENT_MATERIAL_SHADER_TYPE() [1/2]

IMPLEMENT_MATERIAL_SHADER_TYPE ( FMobileDirectionalLightFunctionPS  ,
TEXT("/Engine/Private/MobileDeferredShading.usf" ,
TEXT("MobileDirectionalLightPS")  ,
SF_Pixel   
)

◆ IMPLEMENT_MATERIAL_SHADER_TYPE() [2/2]

IMPLEMENT_MATERIAL_SHADER_TYPE ( FMobileRadialLightFunctionPS  ,
TEXT("/Engine/Private/MobileDeferredShading.usf" ,
TEXT("MobileRadialLightPS")  ,
SF_Pixel   
)

◆ IsOnlyDefaultLitShadingModel()

constexpr bool IsOnlyDefaultLitShadingModel ( uint32  ShadingModelMask)
constexpr

◆ MobileDeferredShadingPass()

void MobileDeferredShadingPass ( FRHICommandList RHICmdList,
int32  ViewIndex,
int32  NumViews,
const FViewInfo View,
const FScene Scene,
const FSortedLightSetSceneInfo SortedLightSet,
const TArray< FVisibleLightInfo, SceneRenderingAllocator > &  VisibleLightInfos,
EMobileSSRQuality  MobileSSRQuality,
FRDGTextureRef  DynamicBentNormalAOTexture 
)

◆ PassShadingModelStencilValue()

uint8 PassShadingModelStencilValue ( bool  bEnableShadingModelSupport)

◆ RenderReflectionEnvironmentSkyLighting()

void RenderReflectionEnvironmentSkyLighting ( FRHICommandList RHICmdList,
const FScene Scene,
const FViewInfo View,
const EMobileSSRQuality  MobileSSRQuality,
FRDGTextureRef  DynamicBentNormalAOTexture 
)

Variable Documentation

◆ CreateDeferredMobileLightMaterialPSOCollector

◆ GMobileIgnoreDeferredShadingSkyLightChannels

int32 GMobileIgnoreDeferredShadingSkyLightChannels = 0

◆ GMobileUseClusteredDeferredShading

int32 GMobileUseClusteredDeferredShading = 0

◆ GMobileUseLightStencilCulling

int32 GMobileUseLightStencilCulling = 0