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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include "NaniteShading.h"#include "NaniteShared.h"#include "NaniteVertexFactory.h"#include "NaniteRayTracing.h"#include "NaniteVisualizationData.h"#include "NaniteComposition.h"#include "Rendering/NaniteResources.h"#include "Rendering/NaniteStreamingManager.h"#include "Lumen/LumenSceneCardCapture.h"#include "ComponentRecreateRenderStateContext.h"#include "VariableRateShadingImageManager.h"#include "SystemTextures.h"#include "SceneUtils.h"#include "ScenePrivate.h"#include "RHI.h"#include "BasePassRendering.h"#include "Async/ParallelFor.h"#include "Materials/Material.h"#include "Materials/MaterialRenderProxy.h"#include "MeshPassUtils.h"#include "PSOPrecacheMaterial.h"#include "PSOPrecacheValidation.h"#include "Nanite/NaniteMaterialsSceneExtension.h"#include "RenderGraphResources.h"Classes | |
| class | FVisualizeClearTilesCS |
| class | FShadingBinBuildCS |
| class | FShadingBinReserveCS |
| class | FShadingBinValidateCS |
| class | FClearCMaskRectCS |
| struct | FLumenShadingBinEntry |
Namespaces | |
| namespace | Nanite |
Variables | |
| TAutoConsoleVariable< int32 > | CVarNaniteShowDrawEvents |
| TAutoConsoleVariable< int32 > | CVarRHICmdMinDrawsPerParallelCmdList |
| int32 | GSkipDrawOnPSOPrecaching |
| int32 | GNaniteShowStats |
| TAutoConsoleVariable< int32 > | CVarParallelBasePassBuild (TEXT("r.Nanite.ParallelBasePassBuild"), 1, TEXT(""), ECVF_RenderThreadSafe) |
| TAutoConsoleVariable< int32 > | CVarNaniteBundleEmulation (TEXT("r.Nanite.Bundle.Emulation"), 0, TEXT("Whether to force shader bundle dispatch emulation"), FConsoleVariableDelegate::CreateLambda([](IConsoleVariable *InVariable) { FGlobalComponentRecreateRenderStateContext Context;}), ECVF_RenderThreadSafe) |
| int32 | GNaniteValidateShadeBinning = 0 |
| bool CanUseShaderBundleWorkGraph | ( | EShaderPlatform | Platform | ) |
| void DispatchLumenMeshCapturePass | ( | FRDGBuilder & | GraphBuilder, |
| FScene & | Scene, | ||
| FViewInfo * | SharedView, | ||
| TArrayView< const FCardPageRenderData > | CardPagesToRender, | ||
| const Nanite::FRasterResults & | RasterResults, | ||
| const Nanite::FRasterContext & | RasterContext, | ||
| FLumenCardPassUniformParameters * | PassUniformParameters, | ||
| FRDGBufferSRVRef | RectMinMaxBufferSRV, | ||
| uint32 | NumRects, | ||
| FIntPoint | ViewportSize, | ||
| FRDGTextureRef | AlbedoAtlasTexture, | ||
| FRDGTextureRef | NormalAtlasTexture, | ||
| FRDGTextureRef | EmissiveAtlasTexture, | ||
| FRDGTextureRef | DepthAtlasTexture | ||
| ) |
| IMPLEMENT_GLOBAL_SHADER | ( | FClearCMaskRectCS | , |
| "/Engine/Private/Nanite/NaniteShadeBinning.usf" | , | ||
| "ClearCMaskRectCS" | , | ||
| SF_Compute | |||
| ) |
| IMPLEMENT_GLOBAL_SHADER | ( | FShadingBinBuildCS | , |
| "/Engine/Private/Nanite/NaniteShadeBinning.usf" | , | ||
| "ShadingBinBuildCS" | , | ||
| SF_Compute | |||
| ) |
| IMPLEMENT_GLOBAL_SHADER | ( | FShadingBinReserveCS | , |
| "/Engine/Private/Nanite/NaniteShadeBinning.usf" | , | ||
| "ShadingBinReserveCS" | , | ||
| SF_Compute | |||
| ) |
| IMPLEMENT_GLOBAL_SHADER | ( | FShadingBinValidateCS | , |
| "/Engine/Private/Nanite/NaniteShadeBinning.usf" | , | ||
| "ShadingBinValidateCS" | , | ||
| SF_Compute | |||
| ) |
| IMPLEMENT_GLOBAL_SHADER | ( | FVisualizeClearTilesCS | , |
| "/Engine/Private/Nanite/NaniteFastClear.usf" | , | ||
| "VisualizeClearTilesCS" | , | ||
| SF_Compute | |||
| ) |
| IMPLEMENT_UNIFORM_BUFFER_STRUCT_EX | ( | FComputeShadingOutputs | , |
| "ComputeShadingOutputs" | , | ||
| FShaderParametersMetadata::EUsageFlags::NeedsReflectedMembers|FShaderParametersMetadata::EUsageFlags::ManuallyBoundByPass | |||
| ) |
|
inline |
| TAutoConsoleVariable< int32 > CVarNaniteBundleEmulation(TEXT("r.Nanite.Bundle.Emulation"), 0, TEXT("Whether to force shader bundle dispatch emulation"), FConsoleVariableDelegate::CreateLambda([](IConsoleVariable *InVariable) { FGlobalComponentRecreateRenderStateContext Context; }), ECVF_RenderThreadSafe) | ( | TEXT("r.Nanite.Bundle.Emulation") | , |
| 0 | , | ||
| TEXT("Whether to force shader bundle dispatch emulation") | , | ||
| FConsoleVariableDelegate::CreateLambda([](IConsoleVariable *InVariable) { FGlobalComponentRecreateRenderStateContext Context;}) | , | ||
| ECVF_RenderThreadSafe | |||
| ) |
|
extern |
| TAutoConsoleVariable< int32 > CVarParallelBasePassBuild(TEXT("r.Nanite.ParallelBasePassBuild"), 1, TEXT(""), ECVF_RenderThreadSafe) | ( | TEXT("r.Nanite.ParallelBasePassBuild") | , |
| 1 | , | ||
| TEXT("") | , | ||
| ECVF_RenderThreadSafe | |||
| ) |
|
extern |
|
extern |
| int32 GNaniteValidateShadeBinning = 0 |
|
extern |