UDocumentation
UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
MobileSeparateTranslucencyPass.h
Go to the documentation of this file.
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// Copyright Epic Games, Inc.All Rights Reserved.
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#pragma once
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#include "
ScreenPass.h
"
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class
FScene
;
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struct
FMobileSeparateTranslucencyInputs
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{
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FScreenPassTexture
SceneColor
;
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FScreenPassTexture
SceneDepthAux
;
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FScreenPassTexture
SceneDepth
;
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};
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void
AddMobileSeparateTranslucencyPass
(
FRDGBuilder
& GraphBuilder,
FScene
*
Scene
,
const
FViewInfo
& View,
const
FMobileSeparateTranslucencyInputs
& Inputs);
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// Returns whether separate translucency is enabled and there primitives to draw in the view
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bool
IsMobileSeparateTranslucencyActive
(
const
FViewInfo
& View);
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bool
IsMobileSeparateTranslucencyActive
(
const
FViewInfo
* Views,
int32
NumViews);
int32
FPlatformTypes::int32 int32
A 32-bit signed integer.
Definition
Platform.h:1125
EDatasmithElementType::Scene
@ Scene
AddMobileSeparateTranslucencyPass
void AddMobileSeparateTranslucencyPass(FRDGBuilder &GraphBuilder, FScene *Scene, const FViewInfo &View, const FMobileSeparateTranslucencyInputs &Inputs)
Definition
MobileSeparateTranslucencyPass.cpp:37
IsMobileSeparateTranslucencyActive
bool IsMobileSeparateTranslucencyActive(const FViewInfo &View)
Definition
MobileSeparateTranslucencyPass.cpp:32
ScreenPass.h
FRDGBuilder
Definition
RenderGraphBuilder.h:49
FScene
Definition
ScenePrivate.h:2875
FViewInfo
Definition
SceneRendering.h:1132
FMobileSeparateTranslucencyInputs
Definition
MobileSeparateTranslucencyPass.h:10
FMobileSeparateTranslucencyInputs::SceneColor
FScreenPassTexture SceneColor
Definition
MobileSeparateTranslucencyPass.h:11
FMobileSeparateTranslucencyInputs::SceneDepth
FScreenPassTexture SceneDepth
Definition
MobileSeparateTranslucencyPass.h:13
FMobileSeparateTranslucencyInputs::SceneDepthAux
FScreenPassTexture SceneDepthAux
Definition
MobileSeparateTranslucencyPass.h:12
FScreenPassTexture
Definition
ScreenPass.h:41
Engine
Source
Runtime
Renderer
Private
MobileSeparateTranslucencyPass.h
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