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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include "CoreMinimal.h"#include "Stats/Stats.h"#include "Misc/MemStack.h"#include "HAL/IConsoleManager.h"#include "EngineGlobals.h"#include "RHIDefinitions.h"#include "RHI.h"#include "RenderResource.h"#include "RendererInterface.h"#include "SceneUtils.h"#include "UniformBuffer.h"#include "Engine/BlendableInterface.h"#include "ShaderParameters.h"#include "RHIStaticStates.h"#include "Shader.h"#include "StaticBoundShaderState.h"#include "PostProcess/SceneRenderTargets.h"#include "GlobalShader.h"#include "SceneRendering.h"#include "ScenePrivate.h"#include "SceneProxies/SkyLightSceneProxy.h"#include "PostProcess/SceneFilterRendering.h"#include "FXSystem.h"#include "PostProcess/PostProcessing.h"#include "PostProcess/PostProcessMobile.h"#include "PostProcess/PostProcessUpscale.h"#include "PostProcess/PostProcessCompositeEditorPrimitives.h"#include "PostProcess/PostProcessHMD.h"#include "PostProcess/PostProcessAmbientOcclusionMobile.h"#include "PostProcess/PostProcessCombineLUTs.h"#include "PostProcess/PostProcessTonemap.h"#include "PostProcess/AlphaInvert.h"#include "IHeadMountedDisplay.h"#include "IXRTrackingSystem.h"#include "SceneViewExtension.h"#include "ScreenRendering.h"#include "ShaderPrint.h"#include "PipelineStateCache.h"#include "ClearQuad.h"#include "MobileSeparateTranslucencyPass.h"#include "MobileDistortionPass.h"#include "VisualizeTexturePresent.h"#include "RendererModule.h"#include "EngineModule.h"#include "GPUScene.h"#include "Materials/MaterialRenderProxy.h"#include "MaterialSceneTextureId.h"#include "SkyAtmosphereRendering.h"#include "VisualizeTexture.h"#include "VT/VirtualTextureFeedbackResource.h"#include "VT/VirtualTextureSystem.h"#include "GPUSortManager.h"#include "MobileBasePassRendering.h"#include "MobileDeferredShadingPass.h"#include "PlanarReflectionSceneProxy.h"#include "InstanceCulling/InstanceCullingManager.h"#include "InstanceCulling/InstanceCullingOcclusionQuery.h"#include "SceneOcclusion.h"#include "VariableRateShadingImageManager.h"#include "SceneTextureReductions.h"#include "GPUMessaging.h"#include "Substrate/Substrate.h"#include "RenderCore.h"#include "RectLightTextureManager.h"#include "IESTextureManager.h"#include "SceneUniformBuffer.h"#include "Engine/SpecularProfile.h"#include "LocalFogVolumeRendering.h"#include "SceneCaptureRendering.h"#include "WaterInfoTextureRendering.h"#include "Rendering/CustomRenderPass.h"#include "GenerateMips.h"#include "MobileSSR.h"#include "ViewData.h"#include "DistanceFieldAmbientOcclusion.h"#include "DistanceFieldLightingShared.h"#include "DepthCopy.h"#include "SingleLayerWaterRendering.h"#include "PostProcess/PostProcessCompositeDebugPrimitives.h"Classes | |
| struct | FMobileCustomDepthStencilUsage |
| struct | FRenderViewContext |
| class | FMobileDirLightShaderParamsRenderResource |
| class | FMobileDeferredCopyPLSPS |
| class | FMobileDeferredCopyDepthPS |
| class | FPreTonemapMSAA_Mobile |
Typedefs | |
| using | FRenderViewContextArray = TArray< FRenderViewContext, TInlineAllocator< 2, SceneRenderingAllocator > > |
Functions | |
| CSV_DECLARE_CATEGORY_EXTERN (LightCount) | |
| uint32 | GetShadowQuality () |
| DECLARE_GPU_STAT_NAMED (MobileSceneRender, TEXT("Mobile Scene Render")) | |
| bool | IsMobileEyeAdaptationEnabled (const FViewInfo &View) |
| TUniformBufferRef< FMobileDirectionalLightShaderParameters > & | GetNullMobileDirectionalLightShaderParameters () |
| IMPLEMENT_SHADER_TYPE (, FMobileDeferredCopyPLSPS, TEXT("/Engine/Private/MobileDeferredUtils.usf"), TEXT("MobileDeferredCopyPLSPS"), SF_Pixel) | |
| IMPLEMENT_SHADER_TYPE (, FMobileDeferredCopyDepthPS, TEXT("/Engine/Private/MobileDeferredUtils.usf"), TEXT("MobileDeferredCopyDepthPS"), SF_Pixel) | |
| template<class T > | |
| void | MobileDeferredCopyBuffer (FRHICommandList &RHICmdList, const FViewInfo &View) |
| IMPLEMENT_SHADER_TYPE (, FPreTonemapMSAA_Mobile, TEXT("/Engine/Private/PostProcessMobile.usf"), TEXT("PreTonemapMSAA_Mobile"), SF_Pixel) | |
Variables | |
| TAutoConsoleVariable< int32 > | GAdrenoOcclusionUseFDM (TEXT("r.AdrenoOcclusionUseFDM"), 0, TEXT("Use FDM with adreno occlusion mode"), ECVF_RenderThreadSafe) |
| using FRenderViewContextArray = TArray<FRenderViewContext, TInlineAllocator<2, SceneRenderingAllocator> > |
| CSV_DECLARE_CATEGORY_EXTERN | ( | LightCount | ) |
| DECLARE_GPU_STAT_NAMED | ( | MobileSceneRender | , |
| TEXT("Mobile Scene Render") | |||
| ) |
| TUniformBufferRef< FMobileDirectionalLightShaderParameters > & GetNullMobileDirectionalLightShaderParameters | ( | ) |
| uint32 GetShadowQuality | ( | ) |
Uniform buffer for rendering deferred lights.
| IMPLEMENT_SHADER_TYPE | ( | FMobileDeferredCopyDepthPS | , |
| TEXT("/Engine/Private/MobileDeferredUtils.usf") | , | ||
| TEXT("MobileDeferredCopyDepthPS") | , | ||
| SF_Pixel | |||
| ) |
| IMPLEMENT_SHADER_TYPE | ( | FMobileDeferredCopyPLSPS | , |
| TEXT("/Engine/Private/MobileDeferredUtils.usf") | , | ||
| TEXT("MobileDeferredCopyPLSPS") | , | ||
| SF_Pixel | |||
| ) |
| IMPLEMENT_SHADER_TYPE | ( | FPreTonemapMSAA_Mobile | , |
| TEXT("/Engine/Private/PostProcessMobile.usf") | , | ||
| TEXT("PreTonemapMSAA_Mobile") | , | ||
| SF_Pixel | |||
| ) |
| void MobileDeferredCopyBuffer | ( | FRHICommandList & | RHICmdList, |
| const FViewInfo & | View | ||
| ) |