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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include "ScreenSpaceReflectionTiles.h"#include "DataDrivenShaderPlatformInfo.h"#include "SceneRendering.h"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) |
| 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 | ( | FSSRTileCategorisationMarkCS | , |
| "/Engine/Private/DefaultSSRTiles.usf" | , | ||
| "SSRTileCategorisationMarkCS" | , | ||
| SF_Compute | |||
| ) |
| IMPLEMENT_GLOBAL_SHADER | ( | FSSRTileClassificationBuildListsCS | , |
| "/Engine/Private/DefaultSSRTiles.usf" | , | ||
| "SSRTileClassificationBuildListsCS" | , | ||
| SF_Compute | |||
| ) |
| bool ShouldVisualizeTiledScreenSpaceReflection | ( | ) |
| bool UseSSRIndirectDraw | ( | EShaderPlatform | ShaderPlatform | ) |