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

Classes

class  FSSRTileCategorisationMarkCS
 
class  FSSRTileClassificationBuildListsCS
 

Functions

bool UseSSRIndirectDraw (EShaderPlatform ShaderPlatform)
 
bool ShouldVisualizeTiledScreenSpaceReflection ()
 
 IMPLEMENT_GLOBAL_SHADER (FSSRTileCategorisationMarkCS, "/Engine/Private/DefaultSSRTiles.usf", "SSRTileCategorisationMarkCS", SF_Compute)
 
 IMPLEMENT_GLOBAL_SHADER (FSSRTileClassificationBuildListsCS, "/Engine/Private/DefaultSSRTiles.usf", "SSRTileClassificationBuildListsCS", SF_Compute)
 
bool IsDefaultSSRTileEnabled (const FViewInfo &View)
 
FScreenSpaceReflectionTileClassification ClassifySSRTiles (FRDGBuilder &GraphBuilder, const FViewInfo &View, const FSceneTextures &SceneTextures, const FRDGTextureRef &DepthPrepassTexture)
 

Function Documentation

◆ ClassifySSRTiles()

FScreenSpaceReflectionTileClassification ClassifySSRTiles ( FRDGBuilder GraphBuilder,
const FViewInfo View,
const FSceneTextures SceneTextures,
const FRDGTextureRef DepthPrepassTexture 
)

Build lists of 8x8 tiles used by SSR pixels Mark and build list steps are separated in order to build a more coherent list (z-ordered over a larger region), which is important for the performance of future passes like ray traced Lumen reflections

◆ IMPLEMENT_GLOBAL_SHADER() [1/2]

IMPLEMENT_GLOBAL_SHADER ( FSSRTileCategorisationMarkCS  ,
"/Engine/Private/DefaultSSRTiles.usf"  ,
"SSRTileCategorisationMarkCS"  ,
SF_Compute   
)

◆ IMPLEMENT_GLOBAL_SHADER() [2/2]

IMPLEMENT_GLOBAL_SHADER ( FSSRTileClassificationBuildListsCS  ,
"/Engine/Private/DefaultSSRTiles.usf"  ,
"SSRTileClassificationBuildListsCS"  ,
SF_Compute   
)

◆ IsDefaultSSRTileEnabled()

bool IsDefaultSSRTileEnabled ( const FViewInfo View)

◆ ShouldVisualizeTiledScreenSpaceReflection()

bool ShouldVisualizeTiledScreenSpaceReflection ( )

◆ UseSSRIndirectDraw()

bool UseSSRIndirectDraw ( EShaderPlatform  ShaderPlatform)