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

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Macros

#define STENCIL_SANDBOX_BIT_ID   0
 
#define STENCIL_RAY_TRACING_REPRESENTATION_BIT_ID   2
 
#define STENCIL_TEMPORAL_RESPONSIVE_AA_BIT_ID   3
 
#define STENCIL_LIGHTING_CHANNELS_BIT_ID   4
 
#define STENCIL_RECEIVE_DECAL_BIT_ID   7
 
#define STENCIL_SUBSTRATE_FASTPATH   4
 
#define STENCIL_SUBSTRATE_SINGLEPATH   5
 
#define STENCIL_SUBSTRATE_COMPLEX   6
 
#define STENCIL_SUBSTRATE_COMPLEX_SPECIAL   7
 
#define STENCIL_SUBSTRATE_RECEIVE_DBUFFER_NORMAL_BIT_ID   1
 
#define STENCIL_SUBSTRATE_RECEIVE_DBUFFER_DIFFUSE_BIT_ID   3
 
#define STENCIL_SUBSTRATE_RECEIVE_DBUFFER_ROUGHNESS_BIT_ID   7
 
#define GET_STENCIL_BIT_MASK(BIT_NAME, Value)   uint8((uint8(Value) & uint8(0x01)) << (STENCIL_##BIT_NAME##_BIT_ID))
 
#define STENCIL_SANDBOX_MASK   GET_STENCIL_BIT_MASK(SANDBOX,1)
 
#define STENCIL_TEMPORAL_RESPONSIVE_AA_MASK   GET_STENCIL_BIT_MASK(TEMPORAL_RESPONSIVE_AA,1)
 
#define STENCIL_LIGHTING_CHANNELS_MASK(Value)   uint8(((Value) & 0x7) << STENCIL_LIGHTING_CHANNELS_BIT_ID)
 
#define STENCIL_MOBILE_SKY_MASK   uint8(1 << 3)
 
#define GET_STENCIL_MOBILE_SM_MASK(Value)   uint8(((Value) & 0x3) << 1)
 
#define STENCIL_MOBILE_SHADINGMODELS_BIT_ID   1
 
#define STENCIL_MOBILE_DEFAULTLIT_BIT_ID   2
 
#define STENCIL_MOBILE_CAST_CONTACT_SHADOW_BIT_ID   4
 
#define STENCIL_MOBILE_LIGHTFUNCTION_MASK   uint8(1 << 5)
 

Macro Definition Documentation

◆ GET_STENCIL_BIT_MASK

#define GET_STENCIL_BIT_MASK (   BIT_NAME,
  Value 
)    uint8((uint8(Value) & uint8(0x01)) << (STENCIL_##BIT_NAME##_BIT_ID))

◆ GET_STENCIL_MOBILE_SM_MASK

#define GET_STENCIL_MOBILE_SM_MASK (   Value)    uint8(((Value) & 0x3) << 1)

◆ STENCIL_LIGHTING_CHANNELS_BIT_ID

#define STENCIL_LIGHTING_CHANNELS_BIT_ID   4

◆ STENCIL_LIGHTING_CHANNELS_MASK

#define STENCIL_LIGHTING_CHANNELS_MASK (   Value)    uint8(((Value) & 0x7) << STENCIL_LIGHTING_CHANNELS_BIT_ID)

◆ STENCIL_MOBILE_CAST_CONTACT_SHADOW_BIT_ID

#define STENCIL_MOBILE_CAST_CONTACT_SHADOW_BIT_ID   4

◆ STENCIL_MOBILE_DEFAULTLIT_BIT_ID

#define STENCIL_MOBILE_DEFAULTLIT_BIT_ID   2

◆ STENCIL_MOBILE_LIGHTFUNCTION_MASK

#define STENCIL_MOBILE_LIGHTFUNCTION_MASK   uint8(1 << 5)

◆ STENCIL_MOBILE_SHADINGMODELS_BIT_ID

#define STENCIL_MOBILE_SHADINGMODELS_BIT_ID   1

◆ STENCIL_MOBILE_SKY_MASK

#define STENCIL_MOBILE_SKY_MASK   uint8(1 << 3)

◆ STENCIL_RAY_TRACING_REPRESENTATION_BIT_ID

#define STENCIL_RAY_TRACING_REPRESENTATION_BIT_ID   2

◆ STENCIL_RECEIVE_DECAL_BIT_ID

#define STENCIL_RECEIVE_DECAL_BIT_ID   7

◆ STENCIL_SANDBOX_BIT_ID

#define STENCIL_SANDBOX_BIT_ID   0

◆ STENCIL_SANDBOX_MASK

#define STENCIL_SANDBOX_MASK   GET_STENCIL_BIT_MASK(SANDBOX,1)

◆ STENCIL_SUBSTRATE_COMPLEX

#define STENCIL_SUBSTRATE_COMPLEX   6

◆ STENCIL_SUBSTRATE_COMPLEX_SPECIAL

#define STENCIL_SUBSTRATE_COMPLEX_SPECIAL   7

◆ STENCIL_SUBSTRATE_FASTPATH

#define STENCIL_SUBSTRATE_FASTPATH   4

◆ STENCIL_SUBSTRATE_RECEIVE_DBUFFER_DIFFUSE_BIT_ID

#define STENCIL_SUBSTRATE_RECEIVE_DBUFFER_DIFFUSE_BIT_ID   3

◆ STENCIL_SUBSTRATE_RECEIVE_DBUFFER_NORMAL_BIT_ID

#define STENCIL_SUBSTRATE_RECEIVE_DBUFFER_NORMAL_BIT_ID   1

◆ STENCIL_SUBSTRATE_RECEIVE_DBUFFER_ROUGHNESS_BIT_ID

#define STENCIL_SUBSTRATE_RECEIVE_DBUFFER_ROUGHNESS_BIT_ID   7

◆ STENCIL_SUBSTRATE_SINGLEPATH

#define STENCIL_SUBSTRATE_SINGLEPATH   5

◆ STENCIL_TEMPORAL_RESPONSIVE_AA_BIT_ID

#define STENCIL_TEMPORAL_RESPONSIVE_AA_BIT_ID   3

◆ STENCIL_TEMPORAL_RESPONSIVE_AA_MASK

#define STENCIL_TEMPORAL_RESPONSIVE_AA_MASK   GET_STENCIL_BIT_MASK(TEMPORAL_RESPONSIVE_AA,1)