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

Namespaces

namespace  ScreenSpaceRayTracing
 

Functions

FAutoConsoleVariableRef CVarSSRHalfResSceneColor (TEXT("r.SSR.HalfResSceneColor"), GSSRHalfResSceneColor, TEXT("Use half res scene color as input for SSR. Improves performance without much of a visual quality loss."), ECVF_Scalability|ECVF_RenderThreadSafe)
 
 DECLARE_GPU_DRAWCALL_STAT_NAMED (ScreenSpaceReflections, TEXT("ScreenSpace Reflections"))
 
 DECLARE_GPU_STAT_NAMED (ScreenSpaceDiffuseIndirect, TEXT("Screen Space Diffuse Indirect"))
 
bool ScreenSpaceRayTracing::ShouldKeepBleedFreeSceneColor (const FViewInfo &View)
 
bool ScreenSpaceRayTracing::ShouldRenderScreenSpaceReflections (const FViewInfo &View)
 
bool ScreenSpaceRayTracing::IsScreenSpaceDiffuseIndirectSupported (const FViewInfo &View)
 
bool ScreenSpaceRayTracing::IsSSRTemporalPassRequired (const FViewInfo &View)
 
FRDGTextureUAVScreenSpaceRayTracing::CreateScreenSpaceRayTracingDebugUAV (FRDGBuilder &GraphBuilder, const FRDGTextureDesc &Desc, const TCHAR *Name, bool bClear=false)
 
void ScreenSpaceRayTracing::SetupCommonScreenSpaceRayParameters (FRDGBuilder &GraphBuilder, const FSceneTextureParameters &SceneTextures, const ScreenSpaceRayTracing::FPrevSceneColorMip &PrevSceneColor, const FViewInfo &View, FCommonScreenSpaceRayParameters *OutParameters)
 
void ScreenSpaceRayTracing::SetupCommonScreenSpaceRayParameters (FRDGBuilder &GraphBuilder, const HybridIndirectLighting::FCommonParameters &CommonDiffuseParameters, const ScreenSpaceRayTracing::FPrevSceneColorMip &PrevSceneColor, const FViewInfo &View, FCommonScreenSpaceRayParameters *OutParameters)
 
FLinearColor ScreenSpaceRayTracing::ComputeSSRParams (const FViewInfo &View, ESSRQuality SSRQuality, bool bEnableDiscard)
 
bool UseSingleLayerWaterIndirectDraw (EShaderPlatform ShaderPlatform)
 

Variables

int32 GSSRHalfResSceneColor = 0
 

Function Documentation

◆ CVarSSRHalfResSceneColor()

FAutoConsoleVariableRef CVarSSRHalfResSceneColor ( TEXT("r.SSR.HalfResSceneColor")  ,
GSSRHalfResSceneColor  ,
TEXT("Use half res scene color as input for SSR. Improves performance without much of a visual quality loss." ,
ECVF_Scalability ECVF_RenderThreadSafe 
)

◆ DECLARE_GPU_DRAWCALL_STAT_NAMED()

DECLARE_GPU_DRAWCALL_STAT_NAMED ( ScreenSpaceReflections  ,
TEXT("ScreenSpace Reflections"  
)

◆ DECLARE_GPU_STAT_NAMED()

DECLARE_GPU_STAT_NAMED ( ScreenSpaceDiffuseIndirect  ,
TEXT("Screen Space Diffuse Indirect"  
)

◆ UseSingleLayerWaterIndirectDraw()

bool UseSingleLayerWaterIndirectDraw ( EShaderPlatform  ShaderPlatform)

Variable Documentation

◆ GSSRHalfResSceneColor

int32 GSSRHalfResSceneColor = 0