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| bool | IsMobileEyeAdaptationEnabled (const FViewInfo &View) |
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| bool | IsValidBloomSetupVariation (bool bUseBloom, bool bUseSun, bool bUseDof, bool bUseEyeAdaptation) |
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| FScreenPassTexture | AddVisualizeLightGridPass (FRDGBuilder &GraphBuilder, const FViewInfo &View, FScreenPassTexture ScreenPassSceneColor, FScreenPassTexture SceneDepthTexture) |
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| bool | ShouldVisualizeLightGrid (EShaderPlatform ShaderPlatform) |
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| EDownsampleQuality | GetDownsampleQuality (const TAutoConsoleVariable< int32 > &CVar) |
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| bool | IsPostProcessingWithComputeEnabled (ERHIFeatureLevel::Type FeatureLevel) |
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| bool | IsPostProcessingOutputInHDR () |
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| bool | IsPostProcessingEnabled (const FViewInfo &View) |
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| bool | IsPostProcessingWithAlphaChannelSupported () |
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| FDefaultTemporalUpscaler::FOutputs | AddThirdPartyTemporalUpscalerPasses (FRDGBuilder &GraphBuilder, const FViewInfo &View, const FDefaultTemporalUpscaler::FInputs &Inputs) |
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| FScreenPassTexture | UE::Renderer::PostProcess::AddSceneViewExtensionPassChain (FRDGBuilder &GraphBuilder, const FViewInfo &View, const FPostProcessMaterialInputs &InputsTemplate, const FPostProcessingPassDelegateArray &Delegates, EPostProcessMaterialInput MaterialInput=EPostProcessMaterialInput::SceneColor) |
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| bool | ComposeSeparateTranslucencyInTSR (const FViewInfo &View) |
| | namespace
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| void | AddPostProcessingPasses (FRDGBuilder &GraphBuilder, const FViewInfo &View, int32 ViewIndex, FSceneUniformBuffer &SceneUniformBuffer, EDiffuseIndirectMethod DiffuseIndirectMethod, EReflectionsMethod ReflectionsMethod, const FPostProcessingInputs &Inputs, const Nanite::FRasterResults *NaniteRasterResults, FInstanceCullingManager &InstanceCullingManager, FVirtualShadowMapArray *VirtualShadowMapArray, FLumenSceneFrameTemporaries &LumenFrameTemporaries, const FSceneWithoutWaterTextures &SceneWithoutWaterTextures, FScreenPassTexture TSRFlickeringInput, FRDGTextureRef &InstancedEditorDepthTexture) |
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| void | AddDebugViewPostProcessingPasses (FRDGBuilder &GraphBuilder, const FViewInfo &View, int32 ViewIndex, FSceneUniformBuffer &SceneUniformBuffer, const FPostProcessingInputs &Inputs, const Nanite::FRasterResults *NaniteRasterResults, FVirtualShadowMapArray *VirtualShadowMapArray) |
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| void | AddVisualizeCalibrationMaterialPostProcessingPasses (FRDGBuilder &GraphBuilder, const FViewInfo &View, const FPostProcessingInputs &Inputs, const UMaterialInterface *InMaterialInterface) |
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| void | AddMobilePostProcessingPasses (FRDGBuilder &GraphBuilder, FScene *Scene, const FViewInfo &View, int32 ViewIndex, FSceneUniformBuffer &SceneUniformBuffer, const FMobilePostProcessingInputs &Inputs, FInstanceCullingManager &InstanceCullingManager) |
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| FRDGTextureRef | AddProcessPlanarReflectionPass (FRDGBuilder &GraphBuilder, const FViewInfo &View, FRDGTextureRef SceneColorTexture) |
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| | IMPLEMENT_GLOBAL_SHADER (FGBufferPickingCS, "/Engine/Private/PostProcessGBufferHints.usf", "MainCS", SF_Compute) |
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