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

Classes

class  FMobileBloomSetupVS
 
class  FMobileBloomSetupPS
 
class  FMobileBloomDownPS
 
class  FMobileBloomDownVS
 
class  FMobileBloomUpPS
 
class  FMobileBloomUpVS
 
class  FMobileSunMaskPS
 
class  FMobileSunAlphaPS
 
class  FMobileSunAlphaVS
 
class  FMobileSunBlurPS
 
class  FMobileSunBlurVS
 
class  FMobileSunMergePS
 
class  FMobileSunMergeVS
 
class  FMobileDofDownVS
 
class  FMobileDofDownPS
 
class  FMobileDofNearVS
 
class  FMobileDofNearPS
 
class  FMobileDofBlurPS
 
class  FMobileDofBlurVS
 
class  FMobileIntegrateDofPS
 
class  FMobileIntegrateDofVS
 
class  FMobileAverageLuminanceCS
 
class  FMobileHistogram
 
class  TMobileHistogramCS< LowSharedComputeMemory >
 
class  FMobileBasicEyeAdaptationCS
 
class  FMobileHistogramEyeAdaptationCS
 Histogram Eye Adaptation. More...
 

Enumerations

enum class  EBloomSetupOutputType : uint32 { Bloom = 1 << 0 , SunShaftAndDof = 1 << 1 , EyeAdaptation = 1 << 2 }
 

Functions

 IMPLEMENT_GLOBAL_SHADER (FMSAADecodeAndCopyRectPS_Mobile, "/Engine/Private/PostProcessMobile.usf", "MSAADecodeAndCopyRectPS", SF_Pixel)
 
float GetMobileDepthOfFieldScale (const FViewInfo &View)
 
bool IsMobileEyeAdaptationEnabled (const FViewInfo &View)
 
bool IsValidBloomSetupVariation (uint32 Variation)
 
bool IsValidBloomSetupVariation (bool bUseBloom, bool bUseSun, bool bUseDof, bool bUseEyeAdaptation)
 
const TCHARGetBloomSetupOutputTypeName (EBloomSetupOutputType BloomSetupOutputType)
 
TArray< EBloomSetupOutputTypeGetBloomSetupOutputType (bool bUseBloom, bool bUseSun, bool bUseDof, bool bUseEyeAdaptation)
 
 IMPLEMENT_GLOBAL_SHADER (FMobileBloomSetupVS, "/Engine/Private/PostProcessMobile.usf", "BloomVS_Mobile", SF_Vertex)
 
 IMPLEMENT_GLOBAL_SHADER (FMobileBloomSetupPS, "/Engine/Private/PostProcessMobile.usf", "BloomPS_Mobile", SF_Pixel)
 
FMobileBloomSetupOutputs AddMobileBloomSetupPass (FRDGBuilder &GraphBuilder, const FViewInfo &View, const FEyeAdaptationParameters &EyeAdaptationParameters, const FMobileBloomSetupInputs &Inputs)
 
 IMPLEMENT_GLOBAL_SHADER (FMobileBloomDownPS, "/Engine/Private/PostProcessMobile.usf", "BloomDownPS_Mobile", SF_Pixel)
 
 IMPLEMENT_GLOBAL_SHADER (FMobileBloomDownVS, "/Engine/Private/PostProcessMobile.usf", "BloomDownVS_Mobile", SF_Vertex)
 
FScreenPassTexture AddMobileBloomDownPass (FRDGBuilder &GraphBuilder, const FViewInfo &View, const FMobileBloomDownInputs &Inputs)
 
 IMPLEMENT_GLOBAL_SHADER (FMobileBloomUpPS, "/Engine/Private/PostProcessMobile.usf", "BloomUpPS_Mobile", SF_Pixel)
 
 IMPLEMENT_GLOBAL_SHADER (FMobileBloomUpVS, "/Engine/Private/PostProcessMobile.usf", "BloomUpVS_Mobile", SF_Vertex)
 
FScreenPassTexture AddMobileBloomUpPass (FRDGBuilder &GraphBuilder, const FViewInfo &View, const FMobileBloomUpInputs &Inputs)
 
 IMPLEMENT_GLOBAL_SHADER (FMobileSunMaskPS, "/Engine/Private/PostProcessMobile.usf", "SunMaskPS_Mobile", SF_Pixel)
 
FMobileSunMaskOutputs AddMobileSunMaskPass (FRDGBuilder &GraphBuilder, const FViewInfo &View, const FMobileSunMaskInputs &Inputs)
 
 IMPLEMENT_GLOBAL_SHADER (FMobileSunAlphaPS, "/Engine/Private/PostProcessMobile.usf", "SunAlphaPS_Mobile", SF_Pixel)
 
 IMPLEMENT_GLOBAL_SHADER (FMobileSunAlphaVS, "/Engine/Private/PostProcessMobile.usf", "SunAlphaVS_Mobile", SF_Vertex)
 
FScreenPassTexture AddMobileSunAlphaPass (FRDGBuilder &GraphBuilder, const FViewInfo &View, const FMobileSunAlphaInputs &Inputs)
 
 IMPLEMENT_GLOBAL_SHADER (FMobileSunBlurPS, "/Engine/Private/PostProcessMobile.usf", "SunBlurPS_Mobile", SF_Pixel)
 
 IMPLEMENT_GLOBAL_SHADER (FMobileSunBlurVS, "/Engine/Private/PostProcessMobile.usf", "SunBlurVS_Mobile", SF_Vertex)
 
FScreenPassTexture AddMobileSunBlurPass (FRDGBuilder &GraphBuilder, const FViewInfo &View, const FMobileSunBlurInputs &Inputs)
 
 IMPLEMENT_GLOBAL_SHADER (FMobileSunMergePS, "/Engine/Private/PostProcessMobile.usf", "SunMergePS_Mobile", SF_Pixel)
 
 IMPLEMENT_GLOBAL_SHADER (FMobileSunMergeVS, "/Engine/Private/PostProcessMobile.usf", "SunMergeVS_Mobile", SF_Vertex)
 
FScreenPassTexture AddMobileSunMergePass (FRDGBuilder &GraphBuilder, const FViewInfo &View, const FMobileSunMergeInputs &Inputs)
 
 IMPLEMENT_GLOBAL_SHADER (FMobileDofDownVS, "/Engine/Private/PostProcessMobile.usf", "DofDownVS_Mobile", SF_Vertex)
 
 IMPLEMENT_GLOBAL_SHADER (FMobileDofDownPS, "/Engine/Private/PostProcessMobile.usf", "DofDownPS_Mobile", SF_Pixel)
 
FMobileDofDownOutputs AddMobileDofDownPass (FRDGBuilder &GraphBuilder, const FViewInfo &View, const FMobileDofDownInputs &Inputs)
 
 IMPLEMENT_GLOBAL_SHADER (FMobileDofNearVS, "/Engine/Private/PostProcessMobile.usf", "DofNearVS_Mobile", SF_Vertex)
 
 IMPLEMENT_GLOBAL_SHADER (FMobileDofNearPS, "/Engine/Private/PostProcessMobile.usf", "DofNearPS_Mobile", SF_Pixel)
 
FMobileDofNearOutputs AddMobileDofNearPass (FRDGBuilder &GraphBuilder, const FViewInfo &View, const FMobileDofNearInputs &Inputs)
 
 IMPLEMENT_GLOBAL_SHADER (FMobileDofBlurPS, "/Engine/Private/PostProcessMobile.usf", "DofBlurPS_Mobile", SF_Pixel)
 
 IMPLEMENT_GLOBAL_SHADER (FMobileDofBlurVS, "/Engine/Private/PostProcessMobile.usf", "DofBlurVS_Mobile", SF_Vertex)
 
FMobileDofBlurOutputs AddMobileDofBlurPass (FRDGBuilder &GraphBuilder, const FViewInfo &View, const FMobileDofBlurInputs &Inputs)
 
 IMPLEMENT_GLOBAL_SHADER (FMobileIntegrateDofPS, "/Engine/Private/PostProcessMobile.usf", "IntegrateDOFPS_Mobile", SF_Pixel)
 
 IMPLEMENT_GLOBAL_SHADER (FMobileIntegrateDofVS, "/Engine/Private/PostProcessMobile.usf", "IntegrateDOFVS_Mobile", SF_Vertex)
 
FScreenPassTexture AddMobileIntegrateDofPass (FRDGBuilder &GraphBuilder, const FViewInfo &View, const FMobileIntegrateDofInputs &Inputs)
 
 IMPLEMENT_GLOBAL_SHADER (FMobileAverageLuminanceCS, "/Engine/Private/PostProcessMobile.usf", "AverageLuminance_MainCS", SF_Compute)
 
 IMPLEMENT_SHADER_TYPE (template<>, TMobileHistogramCS< true >, TEXT("/Engine/Private/PostProcessMobile.usf"), TEXT("Histogram_MainCS"), SF_Compute)
 
 IMPLEMENT_SHADER_TYPE (template<>, TMobileHistogramCS< false >, TEXT("/Engine/Private/PostProcessMobile.usf"), TEXT("Histogram_MainCS"), SF_Compute)
 
FMobileEyeAdaptationSetupOutputs AddMobileEyeAdaptationSetupPass (FRDGBuilder &GraphBuilder, const FViewInfo &View, const FEyeAdaptationParameters &EyeAdaptationParameters, const FMobileEyeAdaptationSetupInputs &Inputs)
 
 IMPLEMENT_GLOBAL_SHADER (FMobileBasicEyeAdaptationCS, "/Engine/Private/PostProcessMobile.usf", "BasicEyeAdaptationCS_Mobile", SF_Compute)
 
 IMPLEMENT_GLOBAL_SHADER (FMobileHistogramEyeAdaptationCS, "/Engine/Private/PostProcessMobile.usf", "HistogramEyeAdaptationCS", SF_Compute)
 
void AddMobileEyeAdaptationPass (FRDGBuilder &GraphBuilder, const FViewInfo &View, const FEyeAdaptationParameters &EyeAdaptationParameters, const FMobileEyeAdaptationInputs &Inputs)
 

Enumeration Type Documentation

◆ EBloomSetupOutputType

Enumerator
Bloom 
SunShaftAndDof 
EyeAdaptation 

Function Documentation

◆ AddMobileBloomDownPass()

FScreenPassTexture AddMobileBloomDownPass ( FRDGBuilder GraphBuilder,
const FViewInfo View,
const FMobileBloomDownInputs Inputs 
)

◆ AddMobileBloomSetupPass()

FMobileBloomSetupOutputs AddMobileBloomSetupPass ( FRDGBuilder GraphBuilder,
const FViewInfo View,
const FEyeAdaptationParameters EyeAdaptationParameters,
const FMobileBloomSetupInputs Inputs 
)

◆ AddMobileBloomUpPass()

FScreenPassTexture AddMobileBloomUpPass ( FRDGBuilder GraphBuilder,
const FViewInfo View,
const FMobileBloomUpInputs Inputs 
)

◆ AddMobileDofBlurPass()

FMobileDofBlurOutputs AddMobileDofBlurPass ( FRDGBuilder GraphBuilder,
const FViewInfo View,
const FMobileDofBlurInputs Inputs 
)

◆ AddMobileDofDownPass()

FMobileDofDownOutputs AddMobileDofDownPass ( FRDGBuilder GraphBuilder,
const FViewInfo View,
const FMobileDofDownInputs Inputs 
)

◆ AddMobileDofNearPass()

FMobileDofNearOutputs AddMobileDofNearPass ( FRDGBuilder GraphBuilder,
const FViewInfo View,
const FMobileDofNearInputs Inputs 
)

◆ AddMobileEyeAdaptationPass()

void AddMobileEyeAdaptationPass ( FRDGBuilder GraphBuilder,
const FViewInfo View,
const FEyeAdaptationParameters EyeAdaptationParameters,
const FMobileEyeAdaptationInputs Inputs 
)

◆ AddMobileEyeAdaptationSetupPass()

FMobileEyeAdaptationSetupOutputs AddMobileEyeAdaptationSetupPass ( FRDGBuilder GraphBuilder,
const FViewInfo View,
const FEyeAdaptationParameters EyeAdaptationParameters,
const FMobileEyeAdaptationSetupInputs Inputs 
)

◆ AddMobileIntegrateDofPass()

FScreenPassTexture AddMobileIntegrateDofPass ( FRDGBuilder GraphBuilder,
const FViewInfo View,
const FMobileIntegrateDofInputs Inputs 
)

◆ AddMobileSunAlphaPass()

FScreenPassTexture AddMobileSunAlphaPass ( FRDGBuilder GraphBuilder,
const FViewInfo View,
const FMobileSunAlphaInputs Inputs 
)

◆ AddMobileSunBlurPass()

FScreenPassTexture AddMobileSunBlurPass ( FRDGBuilder GraphBuilder,
const FViewInfo View,
const FMobileSunBlurInputs Inputs 
)

◆ AddMobileSunMaskPass()

FMobileSunMaskOutputs AddMobileSunMaskPass ( FRDGBuilder GraphBuilder,
const FViewInfo View,
const FMobileSunMaskInputs Inputs 
)

◆ AddMobileSunMergePass()

FScreenPassTexture AddMobileSunMergePass ( FRDGBuilder GraphBuilder,
const FViewInfo View,
const FMobileSunMergeInputs Inputs 
)

◆ GetBloomSetupOutputType()

TArray< EBloomSetupOutputType > GetBloomSetupOutputType ( bool  bUseBloom,
bool  bUseSun,
bool  bUseDof,
bool  bUseEyeAdaptation 
)

◆ GetBloomSetupOutputTypeName()

const TCHAR * GetBloomSetupOutputTypeName ( EBloomSetupOutputType  BloomSetupOutputType)

◆ GetMobileDepthOfFieldScale()

float GetMobileDepthOfFieldScale ( const FViewInfo View)

◆ IMPLEMENT_GLOBAL_SHADER() [1/25]

IMPLEMENT_GLOBAL_SHADER ( FMobileAverageLuminanceCS  ,
"/Engine/Private/PostProcessMobile.usf"  ,
"AverageLuminance_MainCS"  ,
SF_Compute   
)

◆ IMPLEMENT_GLOBAL_SHADER() [2/25]

IMPLEMENT_GLOBAL_SHADER ( FMobileBasicEyeAdaptationCS  ,
"/Engine/Private/PostProcessMobile.usf"  ,
"BasicEyeAdaptationCS_Mobile"  ,
SF_Compute   
)

◆ IMPLEMENT_GLOBAL_SHADER() [3/25]

IMPLEMENT_GLOBAL_SHADER ( FMobileBloomDownPS  ,
"/Engine/Private/PostProcessMobile.usf"  ,
"BloomDownPS_Mobile"  ,
SF_Pixel   
)

◆ IMPLEMENT_GLOBAL_SHADER() [4/25]

IMPLEMENT_GLOBAL_SHADER ( FMobileBloomDownVS  ,
"/Engine/Private/PostProcessMobile.usf"  ,
"BloomDownVS_Mobile"  ,
SF_Vertex   
)

◆ IMPLEMENT_GLOBAL_SHADER() [5/25]

IMPLEMENT_GLOBAL_SHADER ( FMobileBloomSetupPS  ,
"/Engine/Private/PostProcessMobile.usf"  ,
"BloomPS_Mobile"  ,
SF_Pixel   
)

◆ IMPLEMENT_GLOBAL_SHADER() [6/25]

IMPLEMENT_GLOBAL_SHADER ( FMobileBloomSetupVS  ,
"/Engine/Private/PostProcessMobile.usf"  ,
"BloomVS_Mobile"  ,
SF_Vertex   
)

◆ IMPLEMENT_GLOBAL_SHADER() [7/25]

IMPLEMENT_GLOBAL_SHADER ( FMobileBloomUpPS  ,
"/Engine/Private/PostProcessMobile.usf"  ,
"BloomUpPS_Mobile"  ,
SF_Pixel   
)

◆ IMPLEMENT_GLOBAL_SHADER() [8/25]

IMPLEMENT_GLOBAL_SHADER ( FMobileBloomUpVS  ,
"/Engine/Private/PostProcessMobile.usf"  ,
"BloomUpVS_Mobile"  ,
SF_Vertex   
)

◆ IMPLEMENT_GLOBAL_SHADER() [9/25]

IMPLEMENT_GLOBAL_SHADER ( FMobileDofBlurPS  ,
"/Engine/Private/PostProcessMobile.usf"  ,
"DofBlurPS_Mobile"  ,
SF_Pixel   
)

◆ IMPLEMENT_GLOBAL_SHADER() [10/25]

IMPLEMENT_GLOBAL_SHADER ( FMobileDofBlurVS  ,
"/Engine/Private/PostProcessMobile.usf"  ,
"DofBlurVS_Mobile"  ,
SF_Vertex   
)

◆ IMPLEMENT_GLOBAL_SHADER() [11/25]

IMPLEMENT_GLOBAL_SHADER ( FMobileDofDownPS  ,
"/Engine/Private/PostProcessMobile.usf"  ,
"DofDownPS_Mobile"  ,
SF_Pixel   
)

◆ IMPLEMENT_GLOBAL_SHADER() [12/25]

IMPLEMENT_GLOBAL_SHADER ( FMobileDofDownVS  ,
"/Engine/Private/PostProcessMobile.usf"  ,
"DofDownVS_Mobile"  ,
SF_Vertex   
)

◆ IMPLEMENT_GLOBAL_SHADER() [13/25]

IMPLEMENT_GLOBAL_SHADER ( FMobileDofNearPS  ,
"/Engine/Private/PostProcessMobile.usf"  ,
"DofNearPS_Mobile"  ,
SF_Pixel   
)

◆ IMPLEMENT_GLOBAL_SHADER() [14/25]

IMPLEMENT_GLOBAL_SHADER ( FMobileDofNearVS  ,
"/Engine/Private/PostProcessMobile.usf"  ,
"DofNearVS_Mobile"  ,
SF_Vertex   
)

◆ IMPLEMENT_GLOBAL_SHADER() [15/25]

IMPLEMENT_GLOBAL_SHADER ( FMobileHistogramEyeAdaptationCS  ,
"/Engine/Private/PostProcessMobile.usf"  ,
"HistogramEyeAdaptationCS"  ,
SF_Compute   
)

◆ IMPLEMENT_GLOBAL_SHADER() [16/25]

IMPLEMENT_GLOBAL_SHADER ( FMobileIntegrateDofPS  ,
"/Engine/Private/PostProcessMobile.usf"  ,
"IntegrateDOFPS_Mobile"  ,
SF_Pixel   
)

◆ IMPLEMENT_GLOBAL_SHADER() [17/25]

IMPLEMENT_GLOBAL_SHADER ( FMobileIntegrateDofVS  ,
"/Engine/Private/PostProcessMobile.usf"  ,
"IntegrateDOFVS_Mobile"  ,
SF_Vertex   
)

◆ IMPLEMENT_GLOBAL_SHADER() [18/25]

IMPLEMENT_GLOBAL_SHADER ( FMobileSunAlphaPS  ,
"/Engine/Private/PostProcessMobile.usf"  ,
"SunAlphaPS_Mobile"  ,
SF_Pixel   
)

◆ IMPLEMENT_GLOBAL_SHADER() [19/25]

IMPLEMENT_GLOBAL_SHADER ( FMobileSunAlphaVS  ,
"/Engine/Private/PostProcessMobile.usf"  ,
"SunAlphaVS_Mobile"  ,
SF_Vertex   
)

◆ IMPLEMENT_GLOBAL_SHADER() [20/25]

IMPLEMENT_GLOBAL_SHADER ( FMobileSunBlurPS  ,
"/Engine/Private/PostProcessMobile.usf"  ,
"SunBlurPS_Mobile"  ,
SF_Pixel   
)

◆ IMPLEMENT_GLOBAL_SHADER() [21/25]

IMPLEMENT_GLOBAL_SHADER ( FMobileSunBlurVS  ,
"/Engine/Private/PostProcessMobile.usf"  ,
"SunBlurVS_Mobile"  ,
SF_Vertex   
)

◆ IMPLEMENT_GLOBAL_SHADER() [22/25]

IMPLEMENT_GLOBAL_SHADER ( FMobileSunMaskPS  ,
"/Engine/Private/PostProcessMobile.usf"  ,
"SunMaskPS_Mobile"  ,
SF_Pixel   
)

◆ IMPLEMENT_GLOBAL_SHADER() [23/25]

IMPLEMENT_GLOBAL_SHADER ( FMobileSunMergePS  ,
"/Engine/Private/PostProcessMobile.usf"  ,
"SunMergePS_Mobile"  ,
SF_Pixel   
)

◆ IMPLEMENT_GLOBAL_SHADER() [24/25]

IMPLEMENT_GLOBAL_SHADER ( FMobileSunMergeVS  ,
"/Engine/Private/PostProcessMobile.usf"  ,
"SunMergeVS_Mobile"  ,
SF_Vertex   
)

◆ IMPLEMENT_GLOBAL_SHADER() [25/25]

IMPLEMENT_GLOBAL_SHADER ( FMSAADecodeAndCopyRectPS_Mobile  ,
"/Engine/Private/PostProcessMobile.usf"  ,
"MSAADecodeAndCopyRectPS"  ,
SF_Pixel   
)

◆ IMPLEMENT_SHADER_TYPE() [1/2]

IMPLEMENT_SHADER_TYPE ( template<>  ,
TMobileHistogramCS< false ,
TEXT("/Engine/Private/PostProcessMobile.usf" ,
TEXT("Histogram_MainCS")  ,
SF_Compute   
)

◆ IMPLEMENT_SHADER_TYPE() [2/2]

IMPLEMENT_SHADER_TYPE ( template<>  ,
TMobileHistogramCS< true ,
TEXT("/Engine/Private/PostProcessMobile.usf" ,
TEXT("Histogram_MainCS")  ,
SF_Compute   
)

◆ IsMobileEyeAdaptationEnabled()

bool IsMobileEyeAdaptationEnabled ( const FViewInfo View)

◆ IsValidBloomSetupVariation() [1/2]

bool IsValidBloomSetupVariation ( bool  bUseBloom,
bool  bUseSun,
bool  bUseDof,
bool  bUseEyeAdaptation 
)

◆ IsValidBloomSetupVariation() [2/2]

bool IsValidBloomSetupVariation ( uint32  Variation)