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|
| enum | EShadowDepthRenderMode { ShadowDepthRenderMode_Normal
, ShadowDepthRenderMode_EmissiveOnly
, ShadowDepthRenderMode_GIBlockingVolumes
} |
| |
| enum class | EShadowDepthType {
None = 0
, VSM = 1 << 0
, Directional = 1 << 1
, Point = 1 << 2
,
OnePassPoint = 1 << 3
} |
| |
| enum class | EShadowMeshSelection : uint8 { SM = 1U << 0U
, VSM = 1U << 1U
, All = SM | VSM
} |
| |
| enum | EShadowDepthCacheMode { SDCM_MovablePrimitivesOnly
, SDCM_StaticPrimitivesOnly
, SDCM_CSMScrolling
, SDCM_Uncached
} |
| |
| enum class | EShadowProjectionVertexShaderFlags { None
, DrawingFrustum = 0x01
} |
| |
◆ FBeginShadowRenderPassFunction
◆ FPackedNaniteView
◆ EShadowDepthCacheMode
| Enumerator |
|---|
| SDCM_MovablePrimitivesOnly | |
| SDCM_StaticPrimitivesOnly | |
| SDCM_CSMScrolling | |
| SDCM_Uncached | |
◆ EShadowDepthRenderMode
| Enumerator |
|---|
| ShadowDepthRenderMode_Normal | The render mode used by regular shadows
|
| ShadowDepthRenderMode_EmissiveOnly | The render mode used when injecting emissive-only objects into the RSM.
|
| ShadowDepthRenderMode_GIBlockingVolumes | The render mode used when rendering volumes which block global illumination.
|
◆ EShadowDepthType
| Enumerator |
|---|
| None | |
| VSM | |
| Directional | |
| Point | |
| OnePassPoint | |
◆ EShadowMeshSelection
Used to select what meshes to draw into what shadow infos. Each mesh selects the support it has, and the shadow info stores a mask of what types it collects. This makes it easy to allow regular SMs to collect both types if VSMs are disabled.
◆ EShadowProjectionVertexShaderFlags
| Enumerator |
|---|
| None | |
| DrawingFrustum | |
◆ DECLARE_GPU_DRAWCALL_STAT_NAMED_EXTERN()
◆ DrawStencilingCone()
Renders a cone with a spherical cap, used for rendering spot lights in deferred passes.
◆ ENUM_CLASS_FLAGS()
◆ GetOnePassPointShadowProjectionParameters()
◆ GetShadowMeshPassType()
◆ IsShadowCacheModeOcclusionQueryable()
◆ OverrideWithDefaultMaterialForShadowDepth()
Overrides a material used for shadow depth rendering with the default material when appropriate. Overriding in this manner can reduce state switches and the number of shaders that have to be compiled. This logic needs to stay in sync with shadow depth shader ShouldCache logic.
◆ SetupTranslucentSelfShadowUniformParameters()
Translucency shadow projection uniform buffer containing data needed for Fourier opacity maps.
◆ UseCachedMeshDrawCommands()
◆ GEmptyTranslucentSelfShadowUniformBuffer
Global uniform buffer containing the default precomputed lighting data.