UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
PostProcessing.cpp File Reference
#include "PostProcess/PostProcessing.h"
#include "PostProcess/PostProcessAA.h"
#include "PostProcess/DiaphragmDOF.h"
#include "PostProcess/PostProcessMaterial.h"
#include "PostProcess/PostProcessWeightedSampleSum.h"
#include "PostProcess/PostProcessBloomSetup.h"
#include "PostProcess/PostProcessMobile.h"
#include "PostProcess/PostProcessDownsample.h"
#include "PostProcess/PostProcessHistogram.h"
#include "PostProcess/PostProcessLocalExposure.h"
#include "PostProcess/PostProcessVisualizeHDR.h"
#include "PostProcess/PostProcessVisualizeLocalExposure.h"
#include "PostProcess/VisualizeShadingModels.h"
#include "PostProcess/PostProcessSelectionOutline.h"
#include "PostProcess/PostProcessVisualizeLevelInstance.h"
#include "PostProcess/PostProcessGBufferHints.h"
#include "PostProcess/PostProcessVisualizeBuffer.h"
#include "PostProcess/PostProcessVisualizeNanite.h"
#include "PostProcess/PostProcessEyeAdaptation.h"
#include "PostProcess/PostProcessTonemap.h"
#include "PostProcess/PostProcessLensFlares.h"
#include "PostProcess/PostProcessBokehDOF.h"
#include "PostProcess/PostProcessCombineLUTs.h"
#include "PostProcess/PostProcessDeviceEncodingOnly.h"
#include "PostProcess/TemporalAA.h"
#include "PostProcess/PostProcessMotionBlur.h"
#include "PostProcess/PostProcessDOF.h"
#include "PostProcess/PostProcessUpscale.h"
#include "PostProcess/PostProcessHMD.h"
#include "PostProcess/AlphaInvert.h"
#include "PostProcess/PostProcessVisualizeComplexity.h"
#include "PostProcess/PostProcessVisualizeVirtualTexture.h"
#include "PostProcess/PostProcessCompositeDebugPrimitives.h"
#include "PostProcess/PostProcessTestImage.h"
#include "PostProcess/PostProcessVisualizeCalibrationMaterial.h"
#include "PostProcess/PostProcessFFTBloom.h"
#include "PostProcess/PostProcessStreamingAccuracyLegend.h"
#include "PostProcess/PostProcessSubsurface.h"
#include "PostProcess/SubpixelMorphologicalAA.h"
#include "PostProcess/VisualizeMotionVectors.h"
#include "Rendering/MotionVectorSimulation.h"
#include "ShaderPrint.h"
#include "DataDrivenShaderPlatformInfo.h"
#include "HairStrands/HairStrandsComposition.h"
#include "HairStrands/HairStrandsUtils.h"
#include "HighResScreenshot.h"
#include "IHeadMountedDisplay.h"
#include "IXRTrackingSystem.h"
#include "DeferredShadingRenderer.h"
#include "MobileSeparateTranslucencyPass.h"
#include "MobileDistortionPass.h"
#include "ScenePrivate.h"
#include "SceneTextureParameters.h"
#include "PixelShaderUtils.h"
#include "ScreenSpaceRayTracing.h"
#include "SceneViewExtension.h"
#include "FXSystem.h"
#include "SkyAtmosphereRendering.h"
#include "Substrate/Substrate.h"
#include "TemporalUpscaler.h"
#include "VirtualShadowMaps/VirtualShadowMapArray.h"
#include "Lumen/LumenVisualize.h"
#include "RectLightTextureManager.h"
#include "IESTextureManager.h"
#include "UnrealEngine.h"
#include "IlluminanceMeter.h"
#include "SparseVolumeTexture/SparseVolumeTextureStreamingVisualize.h"
#include "CanvasItem.h"
#include "MobileSSR.h"
#include "Materials/MaterialRenderProxy.h"
#include "CustomRenderPassSceneCapture.h"
#include "GPUSkinCache.h"
#include "VT/VirtualTextureFeedbackResource.h"
#include "VT/VirtualTextureVisualizationData.h"
#include "RenderViewportFeedback.h"

Classes

class  FGBufferPickingCS
 

Namespaces

namespace  UE
 
namespace  UE::Renderer
 
namespace  UE::Renderer::PostProcess
 

Functions

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

Function Documentation

◆ AddDebugViewPostProcessingPasses()

void AddDebugViewPostProcessingPasses ( FRDGBuilder GraphBuilder,
const FViewInfo View,
int32  ViewIndex,
FSceneUniformBuffer SceneUniformBuffer,
const FPostProcessingInputs Inputs,
const Nanite::FRasterResults NaniteRasterResults,
FVirtualShadowMapArray VirtualShadowMapArray 
)

◆ AddMobilePostProcessingPasses()

void AddMobilePostProcessingPasses ( FRDGBuilder GraphBuilder,
FScene Scene,
const FViewInfo View,
int32  ViewIndex,
FSceneUniformBuffer SceneUniformBuffer,
const FMobilePostProcessingInputs Inputs,
FInstanceCullingManager InstanceCullingManager 
)

◆ AddPostProcessingPasses()

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 
)

◆ AddProcessPlanarReflectionPass()

FRDGTextureRef AddProcessPlanarReflectionPass ( FRDGBuilder GraphBuilder,
const FViewInfo View,
FRDGTextureRef  SceneColorTexture 
)

◆ AddThirdPartyTemporalUpscalerPasses()

FDefaultTemporalUpscaler::FOutputs AddThirdPartyTemporalUpscalerPasses ( FRDGBuilder GraphBuilder,
const FViewInfo View,
const FDefaultTemporalUpscaler::FInputs Inputs 
)

◆ AddVisualizeCalibrationMaterialPostProcessingPasses()

void AddVisualizeCalibrationMaterialPostProcessingPasses ( FRDGBuilder GraphBuilder,
const FViewInfo View,
const FPostProcessingInputs Inputs,
const UMaterialInterface InMaterialInterface 
)

◆ AddVisualizeLightGridPass()

FScreenPassTexture AddVisualizeLightGridPass ( FRDGBuilder GraphBuilder,
const FViewInfo View,
FScreenPassTexture  ScreenPassSceneColor,
FScreenPassTexture  SceneDepthTexture 
)
extern

◆ ComposeSeparateTranslucencyInTSR()

bool ComposeSeparateTranslucencyInTSR ( const FViewInfo View)

namespace

◆ GetDownsampleQuality()

EDownsampleQuality GetDownsampleQuality ( const TAutoConsoleVariable< int32 > &  CVar)

◆ IMPLEMENT_GLOBAL_SHADER()

IMPLEMENT_GLOBAL_SHADER ( FGBufferPickingCS  ,
"/Engine/Private/PostProcessGBufferHints.usf"  ,
"MainCS"  ,
SF_Compute   
)

◆ IsMobileEyeAdaptationEnabled()

bool IsMobileEyeAdaptationEnabled ( const FViewInfo View)

◆ IsPostProcessingEnabled()

bool IsPostProcessingEnabled ( const FViewInfo View)

◆ IsPostProcessingOutputInHDR()

bool IsPostProcessingOutputInHDR ( )

◆ IsPostProcessingWithAlphaChannelSupported()

bool IsPostProcessingWithAlphaChannelSupported ( )

◆ IsPostProcessingWithComputeEnabled()

bool IsPostProcessingWithComputeEnabled ( ERHIFeatureLevel::Type  FeatureLevel)

◆ IsValidBloomSetupVariation()

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

◆ ShouldVisualizeLightGrid()

bool ShouldVisualizeLightGrid ( EShaderPlatform  ShaderPlatform)
extern