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

Classes

class  FGTAOMobile_HorizonSearchIntegral
 
class  FGTAOMobile_HorizonSearchIntegralSpatialFilterCS
 
class  FGTAOMobile_HorizonSearchIntegralCS
 
class  FGTAOMobile_SpatialFilter
 
class  FGTAOMobile_SpatialFilterCS
 
class  FGTAOMobile_HorizonSearchIntegralPS
 
class  FGTAOMobile_SpatialFilterPS
 
struct  FMobileSSAOCommonParameters
 
class  FMobileAmbientOcclusionPS
 
class  FMobileAmbientOcclusionCS
 
class  FMobileAmbientOcclusionUpsamplePS
 

Enumerations

enum class  EMobileAmbientOcclusionShaderType { ComputeShader , SeparateComputeShader , PixelShader }
 

Functions

 DECLARE_GPU_STAT_NAMED (MobileSSAO, TEXT("SSAO"))
 
 DECLARE_GPU_STAT_NAMED (MobileGTAO, TEXT("GTAO"))
 
 IMPLEMENT_GLOBAL_SHADER (FGTAOMobile_HorizonSearchIntegralSpatialFilterCS, "/Engine/Private/PostProcessAmbientOcclusionMobile.usf", "GTAOHorizonSearchIntegralSpatialFilterCS", SF_Compute)
 
 IMPLEMENT_GLOBAL_SHADER (FGTAOMobile_HorizonSearchIntegralCS, "/Engine/Private/PostProcessAmbientOcclusionMobile.usf", "GTAOHorizonSearchIntegralCS", SF_Compute)
 
 IMPLEMENT_GLOBAL_SHADER (FGTAOMobile_SpatialFilterCS, "/Engine/Private/PostProcessAmbientOcclusionMobile.usf", "GTAOSpatialFilterCS", SF_Compute)
 
 IMPLEMENT_GLOBAL_SHADER (FGTAOMobile_HorizonSearchIntegralPS, "/Engine/Private/PostProcessAmbientOcclusionMobile.usf", "GTAOHorizonSearchIntegralPS", SF_Pixel)
 
 IMPLEMENT_GLOBAL_SHADER (FGTAOMobile_SpatialFilterPS, "/Engine/Private/PostProcessAmbientOcclusionMobile.usf", "GTAOSpatialFilterPS", SF_Pixel)
 
 END_SHADER_PARAMETER_STRUCT ()
 
 IMPLEMENT_GLOBAL_SHADER (FMobileAmbientOcclusionPS, "/Engine/Private/PostProcessAmbientOcclusionMobile.usf", "MainPS", SF_Pixel)
 
 IMPLEMENT_GLOBAL_SHADER (FMobileAmbientOcclusionCS, "/Engine/Private/PostProcessAmbientOcclusionMobile.usf", "MainCS", SF_Compute)
 
 IMPLEMENT_GLOBAL_SHADER (FMobileAmbientOcclusionUpsamplePS, "/Engine/Private/PostProcessAmbientOcclusionMobile.usf", "AmbientOcclusionUpsamplePS", SF_Pixel)
 
bool RequiresMobileAmbientOcclusionPass (FScene *Scene, const FViewInfo &View)
 
FRDGTextureRef CreateMobileScreenSpaceAOTexture (FRDGBuilder &GraphBuilder, const FSceneTexturesConfig &Config)
 

Enumeration Type Documentation

◆ EMobileAmbientOcclusionShaderType

Enumerator
ComputeShader 
SeparateComputeShader 
PixelShader 

Function Documentation

◆ CreateMobileScreenSpaceAOTexture()

FRDGTextureRef CreateMobileScreenSpaceAOTexture ( FRDGBuilder GraphBuilder,
const FSceneTexturesConfig Config 
)

◆ DECLARE_GPU_STAT_NAMED() [1/2]

DECLARE_GPU_STAT_NAMED ( MobileGTAO  ,
TEXT("GTAO")   
)

◆ DECLARE_GPU_STAT_NAMED() [2/2]

DECLARE_GPU_STAT_NAMED ( MobileSSAO  ,
TEXT("SSAO")   
)

◆ END_SHADER_PARAMETER_STRUCT()

END_SHADER_PARAMETER_STRUCT ( )

◆ IMPLEMENT_GLOBAL_SHADER() [1/8]

IMPLEMENT_GLOBAL_SHADER ( FGTAOMobile_HorizonSearchIntegralCS  ,
"/Engine/Private/PostProcessAmbientOcclusionMobile.usf"  ,
"GTAOHorizonSearchIntegralCS"  ,
SF_Compute   
)

◆ IMPLEMENT_GLOBAL_SHADER() [2/8]

IMPLEMENT_GLOBAL_SHADER ( FGTAOMobile_HorizonSearchIntegralPS  ,
"/Engine/Private/PostProcessAmbientOcclusionMobile.usf"  ,
"GTAOHorizonSearchIntegralPS"  ,
SF_Pixel   
)

◆ IMPLEMENT_GLOBAL_SHADER() [3/8]

IMPLEMENT_GLOBAL_SHADER ( FGTAOMobile_HorizonSearchIntegralSpatialFilterCS  ,
"/Engine/Private/PostProcessAmbientOcclusionMobile.usf"  ,
"GTAOHorizonSearchIntegralSpatialFilterCS"  ,
SF_Compute   
)

◆ IMPLEMENT_GLOBAL_SHADER() [4/8]

IMPLEMENT_GLOBAL_SHADER ( FGTAOMobile_SpatialFilterCS  ,
"/Engine/Private/PostProcessAmbientOcclusionMobile.usf"  ,
"GTAOSpatialFilterCS"  ,
SF_Compute   
)

◆ IMPLEMENT_GLOBAL_SHADER() [5/8]

IMPLEMENT_GLOBAL_SHADER ( FGTAOMobile_SpatialFilterPS  ,
"/Engine/Private/PostProcessAmbientOcclusionMobile.usf"  ,
"GTAOSpatialFilterPS"  ,
SF_Pixel   
)

◆ IMPLEMENT_GLOBAL_SHADER() [6/8]

IMPLEMENT_GLOBAL_SHADER ( FMobileAmbientOcclusionCS  ,
"/Engine/Private/PostProcessAmbientOcclusionMobile.usf"  ,
"MainCS"  ,
SF_Compute   
)

◆ IMPLEMENT_GLOBAL_SHADER() [7/8]

IMPLEMENT_GLOBAL_SHADER ( FMobileAmbientOcclusionPS  ,
"/Engine/Private/PostProcessAmbientOcclusionMobile.usf"  ,
"MainPS"  ,
SF_Pixel   
)

◆ IMPLEMENT_GLOBAL_SHADER() [8/8]

IMPLEMENT_GLOBAL_SHADER ( FMobileAmbientOcclusionUpsamplePS  ,
"/Engine/Private/PostProcessAmbientOcclusionMobile.usf"  ,
"AmbientOcclusionUpsamplePS"  ,
SF_Pixel   
)

◆ RequiresMobileAmbientOcclusionPass()

bool RequiresMobileAmbientOcclusionPass ( FScene Scene,
const FViewInfo View 
)