UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
ShaderResource.cpp File Reference
#include "Shader.h"
#include "Compression/OodleDataCompression.h"
#include "Containers/ArrayView.h"
#include "DataDrivenShaderPlatformInfo.h"
#include "Misc/Compression.h"
#include "Misc/CoreMisc.h"
#include "Misc/StringBuilder.h"
#include "Interfaces/ITargetPlatform.h"
#include "Interfaces/ITargetPlatformManagerModule.h"
#include "Interfaces/IShaderFormat.h"
#include "IO/IoHash.h"
#include "Misc/MemStack.h"
#include "Misc/ScopeLock.h"
#include "RenderingThread.h"
#include "RHI.h"
#include "RHIResources.h"
#include "ShaderCompilerCore.h"
#include "ShaderCompilerJobTypes.h"
#include "ShaderCore.h"
#include "ShaderSerialization.h"
#include "UObject/RenderingObjectVersion.h"

Functions

 DECLARE_LOG_CATEGORY_CLASS (LogShaderWarnings, Log, Log)
 
FName GetShaderCompressionFormat ()
 
void GetShaderCompressionOodleSettings (FOodleDataCompression::ECompressor &OutCompressor, FOodleDataCompression::ECompressionLevel &OutLevel, const FName &ShaderFormat)
 

Function Documentation

◆ DECLARE_LOG_CATEGORY_CLASS()

DECLARE_LOG_CATEGORY_CLASS ( LogShaderWarnings  ,
Log  ,
Log   
)

◆ GetShaderCompressionFormat()

FName GetShaderCompressionFormat ( )

Returns the shader compression format. Oodle is used exclusively now. r.Shaders.SkipCompression configures Oodle to be uncompressed instead of returning NAME_None.

◆ GetShaderCompressionOodleSettings()

void GetShaderCompressionOodleSettings ( FOodleDataCompression::ECompressor OutCompressor,
FOodleDataCompression::ECompressionLevel OutLevel,
const FName ShaderFormat = NAME_None 
)

Returns Oodle-specific shader compression format settings (passing ShaderFormat for future proofing, but as of now the setting is global for all formats).