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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include "ScreenPass.h"#include "DataDrivenShaderPlatformInfo.h"#include "EngineGlobals.h"#include "PostProcess/SceneFilterRendering.h"#include "RendererModule.h"#include "RenderGraphUtils.h"#include "ScenePrivate.h"#include "SystemTextures.h"#include "UnrealClient.h"Classes | |
| class | FDownsampleDepthPS |
| void AddDownsampleDepthPass | ( | FRDGBuilder & | GraphBuilder, |
| const FViewInfo & | View, | ||
| FScreenPassTexture | Input, | ||
| FScreenPassRenderTarget | Output, | ||
| EDownsampleDepthFilter | DownsampleDepthFilter | ||
| ) |
| void AddDrawTexturePass | ( | FRDGBuilder & | GraphBuilder, |
| FScreenPassViewInfo | ViewInfo, | ||
| FRDGTextureRef | InputTexture, | ||
| FRDGTextureRef | OutputTexture, | ||
| FIntPoint | InputPosition, | ||
| FIntPoint | InputSize, | ||
| FIntPoint | OutputPosition, | ||
| FIntPoint | OutputSize | ||
| ) |
| void AddDrawTexturePass | ( | FRDGBuilder & | GraphBuilder, |
| FScreenPassViewInfo | ViewInfo, | ||
| FRDGTextureRef | InputTexture, | ||
| FRDGTextureRef | OutputTexture, | ||
| FIntPoint | InputPosition = FIntPoint::ZeroValue, |
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| FIntPoint | OutputPosition = FIntPoint::ZeroValue, |
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| FIntPoint | Size = FIntPoint::ZeroValue |
||
| ) |
Helper function which copies a region of an input texture to a region of the output texture, with support for format conversion. If formats match, the method falls back to a simple DMA (CopyTexture); otherwise, it rasterizes using a pixel shader. Use this method if the two textures may have different formats.
| void AddDrawTexturePass | ( | FRDGBuilder & | GraphBuilder, |
| FScreenPassViewInfo | ViewInfo, | ||
| FScreenPassTexture | Input, | ||
| FScreenPassRenderTarget | Output, | ||
| uint32 | RTMultiViewCount | ||
| ) |
| void AddDrawTexturePass | ( | FRDGBuilder & | GraphBuilder, |
| FScreenPassViewInfo | ViewInfo, | ||
| FScreenPassTextureSlice | Input, | ||
| FScreenPassRenderTarget | Output | ||
| ) |
Variation of above that accepts a slice, which contains a texture SRV instead of a texture
| void DrawScreenPass_PostSetup | ( | FRHICommandList & | RHICmdList, |
| const FScreenPassViewInfo & | ViewInfo, | ||
| const FScreenPassTextureViewport & | OutputViewport, | ||
| const FScreenPassTextureViewport & | InputViewport, | ||
| const FScreenPassPipelineState & | PipelineState, | ||
| EScreenPassDrawFlags | Flags | ||
| ) |
| FRHITexture * GetMiniFontTexture | ( | ) |
| FScreenPassTextureViewportParameters GetScreenPassTextureViewportParameters | ( | const FScreenPassTextureViewport & | InViewport | ) |
| IMPLEMENT_GLOBAL_SHADER | ( | FDownsampleDepthPS | , |
| "/Engine/Private/DownsampleDepthPixelShader.usf" | , | ||
| "Main" | , | ||
| SF_Pixel | |||
| ) |
| IMPLEMENT_GLOBAL_SHADER | ( | FScreenPassVS | , |
| "/Engine/Private/ScreenPass.usf" | , | ||
| "ScreenPassVS" | , | ||
| SF_Vertex | |||
| ) |
| void SetScreenPassPipelineState | ( | FRHICommandList & | RHICmdList, |
| const FScreenPassPipelineState & | ScreenPassDraw | ||
| ) |
| FRDGTextureRef TryCreateViewFamilyDepthTexture | ( | FRDGBuilder & | GraphBuilder, |
| const FSceneViewFamily & | ViewFamily | ||
| ) |
| FRDGTextureRef TryCreateViewFamilyTexture | ( | FRDGBuilder & | GraphBuilder, |
| const FSceneViewFamily & | ViewFamily | ||
| ) |