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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include "SceneView.h"#include "Engine/World.h"#include "Materials/Material.h"#include "Math/InverseRotationMatrix.h"#include "Misc/Paths.h"#include "Engine/Engine.h"#include "SceneInterface.h"#include "SceneManagement.h"#include "ShaderCore.h"#include "EngineModule.h"#include "BufferVisualizationData.h"#include "Engine/TextureCube.h"#include "Engine/RendererSettings.h"#include "Materials/MaterialInstanceDynamic.h"#include "Materials/MaterialRenderProxy.h"#include "HighResScreenshot.h"#include "Slate/SceneViewport.h"#include "RenderUtils.h"#include "StereoRenderUtils.h"#include "SceneRelativeViewMatrices.h"#include "Camera/CameraComponent.h"#include "Camera/CameraTypes.h"#include "UObject/Interface.h"#include "TextureResource.h"#include "HDRHelper.h"#include "VT/VirtualTextureScalability.h"#include "SceneViewStateSystemMemory.h"#include "RHIGPUReadback.h"Namespaces | |
| namespace | ShadowFreezeCamera |
Macros | |
| #define | LERP_PP(NAME) if(Src.bOverride_ ## NAME) Dest . NAME = FMath::Lerp(Dest . NAME, Src . NAME, Weight); |
| #define | SET_PP(NAME) if(Src.bOverride_ ## NAME) Dest . NAME = Src . NAME; |
| #define | IF_PP(NAME) if(Src.bOverride_ ## NAME && Src . NAME) |
Variables | |
| float | GOrthographicDepthThicknessScale = 0.001 |
| float | GDefaultUpdateOrthoNearPlane = 0.0f |
| ENGINE_API TGlobalResource< FIdentityPrimitiveUniformBuffer > | GIdentityPrimitiveUniformBuffer |
| #define LERP_PP | ( | NAME | ) | if(Src.bOverride_ ## NAME) Dest . NAME = FMath::Lerp(Dest . NAME, Src . NAME, Weight); |
Utility function to create the inverse depth projection transform to be used by the shader system.
| ProjMatrix | - used to extract the scene depth ratios |
| InvertZ | - projection calc is affected by inverted device Z |
| DECLARE_CYCLE_STAT | ( | TEXT("OverridePostProcessSettings") | , |
| STAT_OverridePostProcessSettings | , | ||
| STATGROUP_Engine | |||
| ) |
| DECLARE_CYCLE_STAT | ( | TEXT("StartFinalPostprocessSettings") | , |
| STAT_StartFinalPostprocessSettings | , | ||
| STATGROUP_Engine | |||
| ) |
| DEFINE_LOG_CATEGORY | ( | LogBufferVisualization | ) |
| DEFINE_LOG_CATEGORY | ( | LogLumenVisualization | ) |
| DEFINE_LOG_CATEGORY | ( | LogMultiView | ) |
| DEFINE_LOG_CATEGORY | ( | LogNaniteVisualization | ) |
| DEFINE_LOG_CATEGORY | ( | LogVirtualShadowMapVisualization | ) |
| bool GetHairStrandsDepthOfFieldUseHairDepth | ( | ) |
| IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT | ( | FMobileDirectionalLightShaderParameters | , |
| "MobileDirectionalLight" | |||
| ) |
| IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT | ( | FPrimitiveUniformShaderParameters | , |
| "Primitive" | |||
| ) |
| IMPLEMENT_STATIC_AND_SHADER_UNIFORM_BUFFER_STRUCT | ( | FInstancedViewUniformShaderParameters | , |
| "InstancedView" | , | ||
| InstancedView | |||
| ) |
| IMPLEMENT_STATIC_AND_SHADER_UNIFORM_BUFFER_STRUCT | ( | FViewUniformShaderParameters | , |
| "View" | , | ||
| View | |||
| ) |
| IMPLEMENT_STATIC_UNIFORM_BUFFER_SLOT | ( | InstancedView | ) |
| IMPLEMENT_STATIC_UNIFORM_BUFFER_SLOT | ( | View | ) |
| FString LexToString | ( | EMaterialQualityLevel::Type | QualityLevel | ) |
| void SetupCommonViewUniformBufferParameters | ( | FViewUniformShaderParameters & | ViewUniformShaderParameters, |
| const FIntPoint & | BufferSize, | ||
| int32 | NumMSAASamples, | ||
| const FIntRect & | EffectiveViewRect, | ||
| const FViewMatrices & | InViewMatrices, | ||
| const FViewMatrices & | InPrevViewMatrices, | ||
| const FSetupViewUniformParametersInputs & | Inputs | ||
| ) |
| void SetupViewRectUniformBufferParameters | ( | FViewUniformShaderParameters & | ViewUniformShaderParameters, |
| const FIntPoint & | BufferSize, | ||
| const FIntRect & | EffectiveViewRect, | ||
| const FViewMatrices & | InViewMatrices, | ||
| const FViewMatrices & | InPrevViewMatrices, | ||
| const FSetupViewUniformParametersInputs & | Inputs | ||
| ) |
Ortho projection does not use FOV calculations, so rather than sourcing the projection matrix values in CommonViewUniformBuffer.ush, the appropriate values are uploaded in the per view uniform buffer (projection matrix values for perspective, 1.0f for ortho). Doing this here avoids unnecessarily checking for perspective vs ortho in shaders at runtime.
| float GDefaultUpdateOrthoNearPlane = 0.0f |
| ENGINE_API TGlobalResource<FIdentityPrimitiveUniformBuffer> GIdentityPrimitiveUniformBuffer |
Global primitive uniform buffer resource containing identity transformations.
| float GOrthographicDepthThicknessScale = 0.001 |