UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
ShadowDepthRendering.cpp File Reference
#include "CoreMinimal.h"
#include "Stats/Stats.h"
#include "Misc/MemStack.h"
#include "RHIDefinitions.h"
#include "HAL/IConsoleManager.h"
#include "Async/TaskGraphInterfaces.h"
#include "RHI.h"
#include "HitProxies.h"
#include "ShaderParameters.h"
#include "RenderResource.h"
#include "RendererInterface.h"
#include "PrimitiveViewRelevance.h"
#include "UniformBuffer.h"
#include "Shader.h"
#include "StaticBoundShaderState.h"
#include "SceneUtils.h"
#include "Materials/Material.h"
#include "RHIStaticStates.h"
#include "PostProcess/SceneRenderTargets.h"
#include "GlobalShader.h"
#include "MaterialShaderType.h"
#include "MaterialShader.h"
#include "MeshMaterialShader.h"
#include "ShaderBaseClasses.h"
#include "ShadowRendering.h"
#include "SceneRendering.h"
#include "ScenePrivate.h"
#include "PostProcess/SceneFilterRendering.h"
#include "ScreenRendering.h"
#include "ClearQuad.h"
#include "PipelineStateCache.h"
#include "MeshPassProcessor.inl"
#include "VisualizeTexture.h"
#include "GPUScene.h"
#include "SceneTextureReductions.h"
#include "RendererModule.h"
#include "PixelShaderUtils.h"
#include "VirtualShadowMaps/VirtualShadowMapCacheManager.h"
#include "VirtualShadowMaps/VirtualShadowMapClipmap.h"
#include "ProfilingDebugging/CpuProfilerTrace.h"
#include "Rendering/NaniteResources.h"
#include "Rendering/NaniteStreamingManager.h"
#include "Shadows/ShadowSceneRenderer.h"
#include "HeterogeneousVolumes/HeterogeneousVolumes.h"
#include "RenderCore.h"
#include "ShaderPlatformCachedIniValue.h"
#include "UnrealEngine.h"

Classes

class  TScreenVSForGS< bUsingVertexLayers >
 
class  FShadowDepthShaderElementData
 
class  FShadowDepthVS
 
class  TShadowDepthVS< ShaderMode, bUsePositionOnlyStream >
 
class  FShadowDepthBasePS
 
class  TShadowDepthPS< ShaderMode >
 
class  FCopyShadowMapsCubeGS
 
class  FCopyShadowMapsCubePS
 
class  FCopyShadowMaps2DPS
 
class  FScrollingShadowMaps2DPS
 

Namespaces

namespace  Nanite
 

Macros

#define IMPLEMENT_SHADOW_DEPTH_SHADERMODE_SHADERS(ShaderMode)
 
#define IMPLEMENT_SHADOWDEPTHPASS_PIXELSHADER_TYPE(ShaderMode)
 

Typedefs

typedef TShadowDepthVS< VertexShadowDepth_PerspectiveCorrect, trueTShadowDepthVSVertexShadowDepth_PerspectiveCorrectPositionOnly
 
typedef TShadowDepthVS< VertexShadowDepth_OutputDepth, trueTShadowDepthVSVertexShadowDepth_OutputDepthPositionOnly
 
typedef TShadowDepthVS< VertexShadowDepth_OnePassPointLight, trueTShadowDepthVSVertexShadowDepth_OnePassPointLightPositionOnly
 
typedef TShadowDepthVS< VertexShadowDepth_VirtualShadowMap, trueTShadowDepthVSVertexShadowDepth_VirtualShadowMapPositionOnly
 

Enumerations

enum  EShadowDepthVertexShaderMode { VertexShadowDepth_PerspectiveCorrect , VertexShadowDepth_OutputDepth , VertexShadowDepth_OnePassPointLight , VertexShadowDepth_VirtualShadowMap }
 
enum  EShadowDepthPixelShaderMode { PixelShadowDepth_NonPerspectiveCorrect , PixelShadowDepth_PerspectiveCorrect , PixelShadowDepth_OnePassPointLight , PixelShadowDepth_VirtualShadowMap }
 

Functions

 DEFINE_GPU_DRAWCALL_STAT (ShadowDepths)
 
 IMPLEMENT_STATIC_UNIFORM_BUFFER_STRUCT (FShadowDepthPassUniformParameters, "ShadowDepthPass", SceneTextures)
 
 IMPLEMENT_STATIC_UNIFORM_BUFFER_STRUCT (FMobileShadowDepthPassUniformParameters, "MobileShadowDepthPass", SceneTextures)
 
 IMPLEMENT_SHADER_TYPE (template<>, TScreenVSForGS< false >, TEXT("/Engine/Private/ScreenVertexShader.usf"), TEXT("MainForGS"), SF_Vertex)
 
 IMPLEMENT_SHADER_TYPE (template<>, TScreenVSForGS< true >, TEXT("/Engine/Private/ScreenVertexShader.usf"), TEXT("MainForGS"), SF_Vertex)
 
bool Nanite::IsStatFilterActive (const FString &FilterName)
 
void SetupShadowDepthPassUniformBuffer (const FProjectedShadowInfo *ShadowInfo, FRDGBuilder &GraphBuilder, const FViewInfo &View, FShadowDepthPassUniformParameters &ShadowDepthPassParameters)
 
void SetupShadowDepthPassUniformBuffer (const FProjectedShadowInfo *ShadowInfo, FRDGBuilder &GraphBuilder, const FViewInfo &View, FMobileShadowDepthPassUniformParameters &ShadowDepthPassParameters)
 
void AddClearShadowDepthPass (FRDGBuilder &GraphBuilder, FRDGTextureRef Texture)
 
void AddClearShadowDepthPass (FRDGBuilder &GraphBuilder, FRDGTextureRef Texture, const FProjectedShadowInfo *ProjectedShadowInfo)
 
 IMPLEMENT_SHADOW_DEPTH_SHADERMODE_SHADERS (VertexShadowDepth_PerspectiveCorrect)
 
 IMPLEMENT_SHADOW_DEPTH_SHADERMODE_SHADERS (VertexShadowDepth_OutputDepth)
 
 IMPLEMENT_SHADOW_DEPTH_SHADERMODE_SHADERS (VertexShadowDepth_OnePassPointLight)
 
 IMPLEMENT_SHADOW_DEPTH_SHADERMODE_SHADERS (VertexShadowDepth_VirtualShadowMap)
 
 IMPLEMENT_MATERIAL_SHADER_TYPE (template<>, TShadowDepthVSVertexShadowDepth_PerspectiveCorrectPositionOnly, TEXT("/Engine/Private/ShadowDepthVertexShader.usf"), TEXT("PositionOnlyMain"), SF_Vertex)
 
 IMPLEMENT_MATERIAL_SHADER_TYPE (template<>, TShadowDepthVSVertexShadowDepth_OutputDepthPositionOnly, TEXT("/Engine/Private/ShadowDepthVertexShader.usf"), TEXT("PositionOnlyMain"), SF_Vertex)
 
 IMPLEMENT_MATERIAL_SHADER_TYPE (template<>, TShadowDepthVSVertexShadowDepth_OnePassPointLightPositionOnly, TEXT("/Engine/Private/ShadowDepthVertexShader.usf"), TEXT("PositionOnlyMain"), SF_Vertex)
 
 IMPLEMENT_MATERIAL_SHADER_TYPE (template<>, TShadowDepthVSVertexShadowDepth_VirtualShadowMapPositionOnly, TEXT("/Engine/Private/ShadowDepthVertexShader.usf"), TEXT("PositionOnlyMain"), SF_Vertex)
 
 IMPLEMENT_SHADOWDEPTHPASS_PIXELSHADER_TYPE (PixelShadowDepth_NonPerspectiveCorrect)
 
 IMPLEMENT_SHADOWDEPTHPASS_PIXELSHADER_TYPE (PixelShadowDepth_PerspectiveCorrect)
 
 IMPLEMENT_SHADOWDEPTHPASS_PIXELSHADER_TYPE (PixelShadowDepth_OnePassPointLight)
 
 IMPLEMENT_SHADOWDEPTHPASS_PIXELSHADER_TYPE (PixelShadowDepth_VirtualShadowMap)
 
bool GetShadowDepthPassShaders (const FMaterial &Material, const FVertexFactoryType *VertexFactoryType, ERHIFeatureLevel::Type FeatureLevel, EShadowDepthType ShadowDepthType, bool bSupportsPositionAndNormalOnlyStream, bool bMaterialModifiesMeshPosition, TShaderRef< FShadowDepthVS > &VertexShader, TShaderRef< FShadowDepthBasePS > &PixelShader)
 
void SetStateForShadowDepth (EShadowDepthType ShadowDepthType, FMeshPassProcessorRenderState &DrawRenderState)
 
 IMPLEMENT_GLOBAL_SHADER (FCopyShadowMapsCubeGS, "/Engine/Private/CopyShadowMaps.usf", "CopyCubeDepthGS", SF_Geometry)
 
 IMPLEMENT_GLOBAL_SHADER (FCopyShadowMapsCubePS, "/Engine/Private/CopyShadowMaps.usf", "CopyCubeDepthPS", SF_Pixel)
 
 IMPLEMENT_GLOBAL_SHADER (FCopyShadowMaps2DPS, "/Engine/Private/CopyShadowMaps.usf", "Copy2DDepthPS", SF_Pixel)
 
 IMPLEMENT_GLOBAL_SHADER (FScrollingShadowMaps2DPS, "/Engine/Private/CopyShadowMaps.usf", "Scrolling2DDepthPS", SF_Pixel)
 
bool IsParallelDispatchEnabled (const FProjectedShadowInfo *ProjectedShadowInfo, EShaderPlatform ShaderPlatform)
 
ERasterizerCullMode SetupShadowCullMode (ERHIFeatureLevel::Type FeatureLevel, EShadowDepthType ShadowDepthType, const FMaterial &Material, const ERasterizerCullMode MeshCullMode, bool bCastShadowAsTwoSided)
 
EMeshPass::Type GetShadowMeshPassType (EShadowDepthType ShadowDepthType)
 
bool UseCachedMeshDrawCommands (EShadowDepthType ShadowDepthType)
 
FMeshPassProcessorCreateCSMShadowDepthPassProcessor (ERHIFeatureLevel::Type FeatureLevel, const FScene *Scene, const FSceneView *InViewIfDynamicMeshCommand, FMeshPassDrawListContext *InDrawListContext)
 
 REGISTER_MESHPASSPROCESSOR_AND_PSOCOLLECTOR (CSMShadowDepthPass, CreateCSMShadowDepthPassProcessor, EShadingPath::Deferred, EMeshPass::CSMShadowDepth, EMeshPassFlags::CachedMeshCommands)
 
 REGISTER_MESHPASSPROCESSOR_AND_PSOCOLLECTOR (CSMMobileShadowDepthPass, CreateCSMShadowDepthPassProcessor, EShadingPath::Mobile, EMeshPass::CSMShadowDepth, EMeshPassFlags::CachedMeshCommands)
 
FMeshPassProcessorCreateOnePassPointLightShadowDepthPassProcessor (ERHIFeatureLevel::Type FeatureLevel, const FScene *Scene, const FSceneView *InViewIfDynamicMeshCommand, FMeshPassDrawListContext *InDrawListContext)
 
 REGISTER_MESHPASSPROCESSOR_AND_PSOCOLLECTOR (OnePassPointLightShadowDepthPass, CreateOnePassPointLightShadowDepthPassProcessor, EShadingPath::Deferred, EMeshPass::OnePassPointLightShadowDepth, EMeshPassFlags::CachedMeshCommands)
 
 REGISTER_MESHPASSPROCESSOR_AND_PSOCOLLECTOR (OnePassPointLightMobileShadowDepthPass, CreateOnePassPointLightShadowDepthPassProcessor, EShadingPath::Mobile, EMeshPass::OnePassPointLightShadowDepth, EMeshPassFlags::CachedMeshCommands)
 
FMeshPassProcessorCreateVSMShadowDepthPassProcessor (ERHIFeatureLevel::Type FeatureLevel, const FScene *Scene, const FSceneView *InViewIfDynamicMeshCommand, FMeshPassDrawListContext *InDrawListContext)
 
 REGISTER_MESHPASSPROCESSOR_AND_PSOCOLLECTOR (VSMShadowDepthPass, CreateVSMShadowDepthPassProcessor, EShadingPath::Deferred, EMeshPass::VSMShadowDepth, EMeshPassFlags::CachedMeshCommands)
 

Variables

TAutoConsoleVariable< int32CVarNaniteShadows (TEXT("r.Shadow.Nanite"), 1, TEXT("Enables shadows from Nanite meshes."), ECVF_RenderThreadSafe)
 
TAutoConsoleVariable< int32CVarNaniteShadowsUpdateStreaming (TEXT("r.Shadow.NaniteUpdateStreaming"), 1, TEXT("Produce Nanite geometry streaming requests from shadow map rendering."), ECVF_RenderThreadSafe)
 
int32 GNaniteShowStats
 
int32 GEnableNonNaniteVSM
 

Macro Definition Documentation

◆ IMPLEMENT_SHADOW_DEPTH_SHADERMODE_SHADERS

#define IMPLEMENT_SHADOW_DEPTH_SHADERMODE_SHADERS (   ShaderMode)
Value:
IMPLEMENT_MATERIAL_SHADER_TYPE(template<>, TShadowDepthVS##ShaderMode, TEXT("/Engine/Private/ShadowDepthVertexShader.usf"), TEXT("Main"), SF_Vertex);
#define TEXT(x)
Definition Platform.h:1272
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition SharedPointer.h:127
@ SF_Vertex
Definition RHIDefinitions.h:203
Definition ShadowDepthRendering.cpp:333

◆ IMPLEMENT_SHADOWDEPTHPASS_PIXELSHADER_TYPE

#define IMPLEMENT_SHADOWDEPTHPASS_PIXELSHADER_TYPE (   ShaderMode)
Value:
IMPLEMENT_MATERIAL_SHADER_TYPE(template<>,TShadowDepthPS##ShaderMode,TEXT("/Engine/Private/ShadowDepthPixelShader.usf"),TEXT("Main"),SF_Pixel);
@ SF_Pixel
Definition RHIDefinitions.h:206
Definition ShadowDepthRendering.cpp:462

Typedef Documentation

◆ TShadowDepthVSVertexShadowDepth_OnePassPointLightPositionOnly

◆ TShadowDepthVSVertexShadowDepth_OutputDepthPositionOnly

◆ TShadowDepthVSVertexShadowDepth_PerspectiveCorrectPositionOnly

◆ TShadowDepthVSVertexShadowDepth_VirtualShadowMapPositionOnly

Enumeration Type Documentation

◆ EShadowDepthPixelShaderMode

Enumerator
PixelShadowDepth_NonPerspectiveCorrect 
PixelShadowDepth_PerspectiveCorrect 
PixelShadowDepth_OnePassPointLight 
PixelShadowDepth_VirtualShadowMap 

◆ EShadowDepthVertexShaderMode

Enumerator
VertexShadowDepth_PerspectiveCorrect 
VertexShadowDepth_OutputDepth 
VertexShadowDepth_OnePassPointLight 
VertexShadowDepth_VirtualShadowMap 

Function Documentation

◆ AddClearShadowDepthPass() [1/2]

void AddClearShadowDepthPass ( FRDGBuilder GraphBuilder,
FRDGTextureRef  Texture 
)

◆ AddClearShadowDepthPass() [2/2]

void AddClearShadowDepthPass ( FRDGBuilder GraphBuilder,
FRDGTextureRef  Texture,
const FProjectedShadowInfo ProjectedShadowInfo 
)

◆ CreateCSMShadowDepthPassProcessor()

FMeshPassProcessor * CreateCSMShadowDepthPassProcessor ( ERHIFeatureLevel::Type  FeatureLevel,
const FScene Scene,
const FSceneView InViewIfDynamicMeshCommand,
FMeshPassDrawListContext InDrawListContext 
)

◆ CreateOnePassPointLightShadowDepthPassProcessor()

FMeshPassProcessor * CreateOnePassPointLightShadowDepthPassProcessor ( ERHIFeatureLevel::Type  FeatureLevel,
const FScene Scene,
const FSceneView InViewIfDynamicMeshCommand,
FMeshPassDrawListContext InDrawListContext 
)

◆ CreateVSMShadowDepthPassProcessor()

FMeshPassProcessor * CreateVSMShadowDepthPassProcessor ( ERHIFeatureLevel::Type  FeatureLevel,
const FScene Scene,
const FSceneView InViewIfDynamicMeshCommand,
FMeshPassDrawListContext InDrawListContext 
)

◆ DEFINE_GPU_DRAWCALL_STAT()

DEFINE_GPU_DRAWCALL_STAT ( ShadowDepths  )

◆ GetShadowDepthPassShaders()

bool GetShadowDepthPassShaders ( const FMaterial Material,
const FVertexFactoryType VertexFactoryType,
ERHIFeatureLevel::Type  FeatureLevel,
EShadowDepthType  ShadowDepthType,
bool  bSupportsPositionAndNormalOnlyStream,
bool  bMaterialModifiesMeshPosition,
TShaderRef< FShadowDepthVS > &  VertexShader,
TShaderRef< FShadowDepthBasePS > &  PixelShader 
)

◆ GetShadowMeshPassType()

EMeshPass::Type GetShadowMeshPassType ( EShadowDepthType  ShadowDepthType)

◆ IMPLEMENT_GLOBAL_SHADER() [1/4]

IMPLEMENT_GLOBAL_SHADER ( FCopyShadowMaps2DPS  ,
"/Engine/Private/CopyShadowMaps.usf"  ,
"Copy2DDepthPS"  ,
SF_Pixel   
)

◆ IMPLEMENT_GLOBAL_SHADER() [2/4]

IMPLEMENT_GLOBAL_SHADER ( FCopyShadowMapsCubeGS  ,
"/Engine/Private/CopyShadowMaps.usf"  ,
"CopyCubeDepthGS"  ,
SF_Geometry   
)

◆ IMPLEMENT_GLOBAL_SHADER() [3/4]

IMPLEMENT_GLOBAL_SHADER ( FCopyShadowMapsCubePS  ,
"/Engine/Private/CopyShadowMaps.usf"  ,
"CopyCubeDepthPS"  ,
SF_Pixel   
)

◆ IMPLEMENT_GLOBAL_SHADER() [4/4]

IMPLEMENT_GLOBAL_SHADER ( FScrollingShadowMaps2DPS  ,
"/Engine/Private/CopyShadowMaps.usf"  ,
"Scrolling2DDepthPS"  ,
SF_Pixel   
)

◆ IMPLEMENT_MATERIAL_SHADER_TYPE() [1/4]

IMPLEMENT_MATERIAL_SHADER_TYPE ( template<>  ,
TShadowDepthVSVertexShadowDepth_OnePassPointLightPositionOnly  ,
TEXT("/Engine/Private/ShadowDepthVertexShader.usf" ,
TEXT("PositionOnlyMain")  ,
SF_Vertex   
)

◆ IMPLEMENT_MATERIAL_SHADER_TYPE() [2/4]

IMPLEMENT_MATERIAL_SHADER_TYPE ( template<>  ,
TShadowDepthVSVertexShadowDepth_OutputDepthPositionOnly  ,
TEXT("/Engine/Private/ShadowDepthVertexShader.usf" ,
TEXT("PositionOnlyMain")  ,
SF_Vertex   
)

◆ IMPLEMENT_MATERIAL_SHADER_TYPE() [3/4]

IMPLEMENT_MATERIAL_SHADER_TYPE ( template<>  ,
TShadowDepthVSVertexShadowDepth_PerspectiveCorrectPositionOnly  ,
TEXT("/Engine/Private/ShadowDepthVertexShader.usf" ,
TEXT("PositionOnlyMain")  ,
SF_Vertex   
)

◆ IMPLEMENT_MATERIAL_SHADER_TYPE() [4/4]

IMPLEMENT_MATERIAL_SHADER_TYPE ( template<>  ,
TShadowDepthVSVertexShadowDepth_VirtualShadowMapPositionOnly  ,
TEXT("/Engine/Private/ShadowDepthVertexShader.usf" ,
TEXT("PositionOnlyMain")  ,
SF_Vertex   
)

◆ IMPLEMENT_SHADER_TYPE() [1/2]

IMPLEMENT_SHADER_TYPE ( template<>  ,
TScreenVSForGS< false ,
TEXT("/Engine/Private/ScreenVertexShader.usf" ,
TEXT("MainForGS")  ,
SF_Vertex   
)

◆ IMPLEMENT_SHADER_TYPE() [2/2]

IMPLEMENT_SHADER_TYPE ( template<>  ,
TScreenVSForGS< true ,
TEXT("/Engine/Private/ScreenVertexShader.usf" ,
TEXT("MainForGS")  ,
SF_Vertex   
)

◆ IMPLEMENT_SHADOW_DEPTH_SHADERMODE_SHADERS() [1/4]

IMPLEMENT_SHADOW_DEPTH_SHADERMODE_SHADERS ( VertexShadowDepth_OnePassPointLight  )

◆ IMPLEMENT_SHADOW_DEPTH_SHADERMODE_SHADERS() [2/4]

IMPLEMENT_SHADOW_DEPTH_SHADERMODE_SHADERS ( VertexShadowDepth_OutputDepth  )

◆ IMPLEMENT_SHADOW_DEPTH_SHADERMODE_SHADERS() [3/4]

IMPLEMENT_SHADOW_DEPTH_SHADERMODE_SHADERS ( VertexShadowDepth_PerspectiveCorrect  )

◆ IMPLEMENT_SHADOW_DEPTH_SHADERMODE_SHADERS() [4/4]

IMPLEMENT_SHADOW_DEPTH_SHADERMODE_SHADERS ( VertexShadowDepth_VirtualShadowMap  )

◆ IMPLEMENT_SHADOWDEPTHPASS_PIXELSHADER_TYPE() [1/4]

IMPLEMENT_SHADOWDEPTHPASS_PIXELSHADER_TYPE ( PixelShadowDepth_NonPerspectiveCorrect  )

◆ IMPLEMENT_SHADOWDEPTHPASS_PIXELSHADER_TYPE() [2/4]

IMPLEMENT_SHADOWDEPTHPASS_PIXELSHADER_TYPE ( PixelShadowDepth_OnePassPointLight  )

◆ IMPLEMENT_SHADOWDEPTHPASS_PIXELSHADER_TYPE() [3/4]

IMPLEMENT_SHADOWDEPTHPASS_PIXELSHADER_TYPE ( PixelShadowDepth_PerspectiveCorrect  )

◆ IMPLEMENT_SHADOWDEPTHPASS_PIXELSHADER_TYPE() [4/4]

IMPLEMENT_SHADOWDEPTHPASS_PIXELSHADER_TYPE ( PixelShadowDepth_VirtualShadowMap  )

◆ IMPLEMENT_STATIC_UNIFORM_BUFFER_STRUCT() [1/2]

IMPLEMENT_STATIC_UNIFORM_BUFFER_STRUCT ( FMobileShadowDepthPassUniformParameters  ,
"MobileShadowDepthPass"  ,
SceneTextures   
)

◆ IMPLEMENT_STATIC_UNIFORM_BUFFER_STRUCT() [2/2]

IMPLEMENT_STATIC_UNIFORM_BUFFER_STRUCT ( FShadowDepthPassUniformParameters  ,
"ShadowDepthPass"  ,
SceneTextures   
)

◆ IsParallelDispatchEnabled()

bool IsParallelDispatchEnabled ( const FProjectedShadowInfo ProjectedShadowInfo,
EShaderPlatform  ShaderPlatform 
)

◆ REGISTER_MESHPASSPROCESSOR_AND_PSOCOLLECTOR() [1/5]

◆ REGISTER_MESHPASSPROCESSOR_AND_PSOCOLLECTOR() [2/5]

◆ REGISTER_MESHPASSPROCESSOR_AND_PSOCOLLECTOR() [3/5]

◆ REGISTER_MESHPASSPROCESSOR_AND_PSOCOLLECTOR() [4/5]

◆ REGISTER_MESHPASSPROCESSOR_AND_PSOCOLLECTOR() [5/5]

◆ SetStateForShadowDepth()

void SetStateForShadowDepth ( EShadowDepthType  ShadowDepthType,
FMeshPassProcessorRenderState DrawRenderState 
)

◆ SetupShadowCullMode()

ERasterizerCullMode SetupShadowCullMode ( ERHIFeatureLevel::Type  FeatureLevel,
EShadowDepthType  ShadowDepthType,
const FMaterial Material,
const ERasterizerCullMode  MeshCullMode,
bool  bCastShadowAsTwoSided 
)

◆ SetupShadowDepthPassUniformBuffer() [1/2]

void SetupShadowDepthPassUniformBuffer ( const FProjectedShadowInfo ShadowInfo,
FRDGBuilder GraphBuilder,
const FViewInfo View,
FMobileShadowDepthPassUniformParameters ShadowDepthPassParameters 
)

◆ SetupShadowDepthPassUniformBuffer() [2/2]

void SetupShadowDepthPassUniformBuffer ( const FProjectedShadowInfo ShadowInfo,
FRDGBuilder GraphBuilder,
const FViewInfo View,
FShadowDepthPassUniformParameters ShadowDepthPassParameters 
)

◆ UseCachedMeshDrawCommands()

bool UseCachedMeshDrawCommands ( EShadowDepthType  ShadowDepthType)

Variable Documentation

◆ CVarNaniteShadows

TAutoConsoleVariable< int32 > CVarNaniteShadows(TEXT("r.Shadow.Nanite"), 1, TEXT("Enables shadows from Nanite meshes."), ECVF_RenderThreadSafe) ( TEXT("r.Shadow.Nanite")  ,
,
TEXT("Enables shadows from Nanite meshes." ,
ECVF_RenderThreadSafe   
)

◆ CVarNaniteShadowsUpdateStreaming

TAutoConsoleVariable< int32 > CVarNaniteShadowsUpdateStreaming(TEXT("r.Shadow.NaniteUpdateStreaming"), 1, TEXT("Produce Nanite geometry streaming requests from shadow map rendering."), ECVF_RenderThreadSafe) ( TEXT("r.Shadow.NaniteUpdateStreaming")  ,
,
TEXT("Produce Nanite geometry streaming requests from shadow map rendering." ,
ECVF_RenderThreadSafe   
)

◆ GEnableNonNaniteVSM

int32 GEnableNonNaniteVSM
extern

◆ GNaniteShowStats

int32 GNaniteShowStats
extern