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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include "ShadowSceneRenderer.h"#include "ShadowScene.h"#include "DeferredShadingRenderer.h"#include "ScenePrivate.h"#include "ShadowRendering.h"#include "VirtualShadowMaps/VirtualShadowMapCacheManager.h"#include "VirtualShadowMaps/VirtualShadowMapProjection.h"#include "VirtualShadowMaps/VirtualShadowMapClipmap.h"#include "SceneCulling/SceneCulling.h"#include "SceneCulling/SceneCullingRenderer.h"#include "Rendering/NaniteStreamingManager.h"#include "DynamicPrimitiveDrawing.h"Classes | |
| struct | FVSMRenderViewInfo |
| CSV_DECLARE_CATEGORY_EXTERN | ( | VSM | ) |
| DECLARE_DWORD_COUNTER_STAT | ( | TEXT("Distant Cached Count") | , |
| STAT_DistantCachedCount | , | ||
| STATGROUP_ShadowRendering | |||
| ) |
| DECLARE_DWORD_COUNTER_STAT | ( | TEXT("Distant Light Count") | , |
| STAT_DistantLightCount | , | ||
| STATGROUP_ShadowRendering | |||
| ) |
| DECLARE_DWORD_COUNTER_STAT | ( | TEXT("VSM Light Projections (Directional)") | , |
| STAT_VSMDirectionalProjectionFull | , | ||
| STATGROUP_ShadowRendering | |||
| ) |
| DECLARE_DWORD_COUNTER_STAT | ( | TEXT("VSM Light Projections (Local Full)") | , |
| STAT_VSMLocalProjectionFull | , | ||
| STATGROUP_ShadowRendering | |||
| ) |
| DECLARE_DWORD_COUNTER_STAT | ( | TEXT("VSM Light Projections (Local One Pass Copy)") | , |
| STAT_VSMLocalProjectionOnePassCopy | , | ||
| STATGROUP_ShadowRendering | |||
| ) |
| DECLARE_DWORD_COUNTER_STAT | ( | TEXT("VSM Total Raster Bins") | , |
| STAT_VSMNaniteBasePassTotalRasterBins | , | ||
| STATGROUP_ShadowRendering | |||
| ) |
| DECLARE_DWORD_COUNTER_STAT | ( | TEXT("VSM Total Shading Bins") | , |
| STAT_VSMNaniteBasePassTotalShadingBins | , | ||
| STATGROUP_ShadowRendering | |||
| ) |
| DECLARE_DWORD_COUNTER_STAT | ( | TEXT("VSM Visible Raster Bins") | , |
| STAT_VSMNaniteBasePassVisibleRasterBins | , | ||
| STATGROUP_ShadowRendering | |||
| ) |
| DECLARE_DWORD_COUNTER_STAT | ( | TEXT("VSM Visible Shading Bins") | , |
| STAT_VSMNaniteBasePassVisibleShadingBins | , | ||
| STATGROUP_ShadowRendering | |||
| ) |
| bool IsVSMOnePassProjectionEnabled | ( | const FEngineShowFlags & | ShowFlags | ) |
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extern |
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extern |
| TAutoConsoleVariable< int32 > CVarMaxDistantLightsPerFrame(TEXT("r.Shadow.Virtual.MaxDistantUpdatePerFrame"), 1, TEXT("Maximum number of distant lights to update each frame. Invalidated lights that were missed may be updated in a later frame (round-robin)."), ECVF_Scalability|ECVF_RenderThreadSafe) | ( | TEXT("r.Shadow.Virtual.MaxDistantUpdatePerFrame") | , |
| 1 | , | ||
| TEXT("Maximum number of distant lights to update each frame. Invalidated lights that were missed may be updated in a later frame (round-robin).") | , | ||
| ECVF_Scalability| | ECVF_RenderThreadSafe | ||
| ) |
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extern |
| TAutoConsoleVariable< int32 > CVarVirtualShadowOnePassProjection(TEXT("r.Shadow.Virtual.OnePassProjection"), 1, TEXT("Projects all local light virtual shadow maps in a single pass for better performance."), ECVF_Scalability|ECVF_RenderThreadSafe) | ( | TEXT("r.Shadow.Virtual.OnePassProjection") | , |
| 1 | , | ||
| TEXT("Projects all local light virtual shadow maps in a single pass for better performance.") | , | ||
| ECVF_Scalability| | ECVF_RenderThreadSafe | ||
| ) |
| TAutoConsoleVariable< int32 > CVarVSMMaterialVisibility(TEXT("r.Shadow.Virtual.Nanite.MaterialVisibility"), 0, TEXT("Enable Nanite CPU-side visibility filtering of draw commands, depends on r.Nanite.MaterialVisibility being enabled."), ECVF_RenderThreadSafe) | ( | TEXT("r.Shadow.Virtual.Nanite.MaterialVisibility") | , |
| 0 | , | ||
| TEXT("Enable Nanite CPU-side visibility filtering of draw commands, depends on r.Nanite.MaterialVisibility being enabled.") | , | ||
| ECVF_RenderThreadSafe | |||
| ) |
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