UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
NaniteCullRaster.h File Reference
#include "NaniteShared.h"
#include "NaniteSceneProxy.h"
#include "NaniteVisibility.h"
#include "PSOPrecacheMaterial.h"

Go to the source code of this file.

Classes

struct  Nanite::FSharedContext
 
struct  Nanite::FRasterContext
 
struct  Nanite::FRasterResults
 
struct  Nanite::FConfiguration
 
struct  Nanite::FExplicitChunkDrawInfo
 
class  Nanite::IRenderer
 

Namespaces

namespace  Nanite
 

Enumerations

enum class  Nanite::ERasterScheduling : uint8 { Nanite::HardwareOnly = 0 , Nanite::HardwareThenSoftware = 1 , Nanite::HardwareAndSoftwareOverlap = 2 }
 
enum class  Nanite::EOutputBufferMode : uint8 { Nanite::VisBuffer , Nanite::DepthOnly }
 
enum class  Nanite::EPipeline : uint8 {
  Nanite::Primary , Nanite::Shadows , Nanite::Lumen , Nanite::HitProxy ,
  Nanite::MaterialCache
}
 

Functions

void Nanite::CollectRasterPSOInitializers (const FSceneTexturesConfig &SceneTexturesConfig, const FMaterial &RasterMaterial, const FPSOPrecacheParams &PreCacheParams, EShaderPlatform ShaderPlatform, int32 PSOCollectorIndex, TArray< FPSOPrecacheData > &PSOInitializers)
 
FRasterContext Nanite::InitRasterContext (FRDGBuilder &GraphBuilder, const FSharedContext &SharedContext, const FViewFamilyInfo &ViewFamily, FIntPoint TextureSize, FIntRect TextureRect, EOutputBufferMode RasterMode, bool bClearTarget, bool bAsyncCompute, FRDGBufferSRVRef RectMinMaxBufferSRV, uint32 NumRects, FRDGTextureRef ExternalDepthBuffer, bool bCustomPass, bool bVisualize, bool bVisualizeOverdraw, bool bEnableAssemblyMeta)