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

Classes

class  FFilmGrainReduceCS
 
class  FFilmGrainPackConstantsCS
 
class  FTonemapVS
 
class  FTonemapPS
 
class  FTonemapCS
 
class  FMobileCustomResolvePS
 

Namespaces

namespace  TonemapperPermutation
 

Functions

bool SupportsFilmGrain (EShaderPlatform Platform)
 
 RDG_REGISTER_BLACKBOARD_STRUCT (FOutputLuminance)
 
FTonemapperOutputDeviceParameters GetTonemapperOutputDeviceParameters (const FSceneViewFamily &Family)
 
 IMPLEMENT_GLOBAL_SHADER (FFilmGrainReduceCS, "/Engine/Private/PostProcessing/FilmGrainReduce.usf", "MainCS", SF_Compute)
 
 IMPLEMENT_GLOBAL_SHADER (FFilmGrainPackConstantsCS, "/Engine/Private/PostProcessing/FilmGrainPackConstants.usf", "MainCS", SF_Compute)
 
 IMPLEMENT_GLOBAL_SHADER (FTonemapVS, "/Engine/Private/PostProcessTonemap.usf", "MainVS", SF_Vertex)
 
 IMPLEMENT_GLOBAL_SHADER (FTonemapPS, "/Engine/Private/PostProcessTonemap.usf", "MainPS", SF_Pixel)
 
 IMPLEMENT_GLOBAL_SHADER (FTonemapCS, "/Engine/Private/PostProcessTonemap.usf", "MainCS", SF_Compute)
 
bool ShouldWriteAlphaChannel (const FViewInfo &View, const FTonemapInputs &Inputs, EPixelFormat Format)
 
bool ShouldOverrideOutputLoadActionToFastClear (const FScreenPassRenderTarget &Output, bool bShouldWriteAlphaChannel)
 
FScreenPassTexture AddTonemapPass (FRDGBuilder &GraphBuilder, const FViewInfo &View, const FTonemapInputs &Inputs)
 
 IMPLEMENT_GLOBAL_SHADER (FMobileCustomResolvePS, "/Engine/Private/PostProcessTonemap.usf", "MobileCustomResolve_MainPS", SF_Pixel)
 
void RenderMobileCustomResolve (FRHICommandList &RHICmdList, const FViewInfo &View, const int32 SubpassMSAASamples, FSceneTextures &SceneTextures)
 
void AddMobileCustomResolvePass (FRDGBuilder &GraphBuilder, const FViewInfo &View, FSceneTextures &SceneTextures, FRDGTextureRef ViewFamilyTexture)
 

Function Documentation

◆ AddMobileCustomResolvePass()

void AddMobileCustomResolvePass ( FRDGBuilder GraphBuilder,
const FViewInfo View,
FSceneTextures SceneTextures,
FRDGTextureRef  ViewFamilyTexture 
)

◆ AddTonemapPass()

FScreenPassTexture AddTonemapPass ( FRDGBuilder GraphBuilder,
const FViewInfo View,
const FTonemapInputs Inputs 
)

◆ GetTonemapperOutputDeviceParameters()

FTonemapperOutputDeviceParameters GetTonemapperOutputDeviceParameters ( const FSceneViewFamily Family)

◆ IMPLEMENT_GLOBAL_SHADER() [1/6]

IMPLEMENT_GLOBAL_SHADER ( FFilmGrainPackConstantsCS  ,
"/Engine/Private/PostProcessing/FilmGrainPackConstants.usf"  ,
"MainCS"  ,
SF_Compute   
)

◆ IMPLEMENT_GLOBAL_SHADER() [2/6]

IMPLEMENT_GLOBAL_SHADER ( FFilmGrainReduceCS  ,
"/Engine/Private/PostProcessing/FilmGrainReduce.usf"  ,
"MainCS"  ,
SF_Compute   
)

◆ IMPLEMENT_GLOBAL_SHADER() [3/6]

IMPLEMENT_GLOBAL_SHADER ( FMobileCustomResolvePS  ,
"/Engine/Private/PostProcessTonemap.usf"  ,
"MobileCustomResolve_MainPS"  ,
SF_Pixel   
)

◆ IMPLEMENT_GLOBAL_SHADER() [4/6]

IMPLEMENT_GLOBAL_SHADER ( FTonemapCS  ,
"/Engine/Private/PostProcessTonemap.usf"  ,
"MainCS"  ,
SF_Compute   
)

◆ IMPLEMENT_GLOBAL_SHADER() [5/6]

IMPLEMENT_GLOBAL_SHADER ( FTonemapPS  ,
"/Engine/Private/PostProcessTonemap.usf"  ,
"MainPS"  ,
SF_Pixel   
)

◆ IMPLEMENT_GLOBAL_SHADER() [6/6]

IMPLEMENT_GLOBAL_SHADER ( FTonemapVS  ,
"/Engine/Private/PostProcessTonemap.usf"  ,
"MainVS"  ,
SF_Vertex   
)

◆ RDG_REGISTER_BLACKBOARD_STRUCT()

RDG_REGISTER_BLACKBOARD_STRUCT ( FOutputLuminance  )

◆ RenderMobileCustomResolve()

void RenderMobileCustomResolve ( FRHICommandList RHICmdList,
const FViewInfo View,
const int32  SubpassMSAASamples,
FSceneTextures SceneTextures 
)

◆ ShouldOverrideOutputLoadActionToFastClear()

bool ShouldOverrideOutputLoadActionToFastClear ( const FScreenPassRenderTarget Output,
bool  bShouldWriteAlphaChannel 
)

◆ ShouldWriteAlphaChannel()

bool ShouldWriteAlphaChannel ( const FViewInfo View,
const FTonemapInputs Inputs,
EPixelFormat  Format 
)

◆ SupportsFilmGrain()

bool SupportsFilmGrain ( EShaderPlatform  Platform)