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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#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) |
| DECLARE_LOG_CATEGORY_CLASS | ( | LogShaderWarnings | , |
| Log | , | ||
| Log | |||
| ) |
| 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.
| 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).