|
| | DECLARE_GPU_STAT_NAMED (RayTracingWaterReflections, TEXT("Ray Tracing Water Reflections")) |
| |
| | DECLARE_GPU_DRAWCALL_STAT (SingleLayerWaterDepthPrepass) |
| |
| | DECLARE_GPU_DRAWCALL_STAT (SingleLayerWater) |
| |
| bool | SingleLayerWaterUsesSimpleShading (EShaderPlatform ShaderPlatform) |
| |
| bool | ShouldRenderSingleLayerWater (TArrayView< const FViewInfo > Views) |
| |
| bool | ShouldRenderSingleLayerWaterSkippedRenderEditorNotification (TArrayView< const FViewInfo > Views) |
| |
| bool | ShouldRenderSingleLayerWaterDepthPrepass (TArrayView< const FViewInfo > Views) |
| |
| ESingleLayerWaterPrepassLocation | GetSingleLayerWaterDepthPrepassLocation (bool bFullDepthPrepass, ECustomDepthPassLocation CustomDepthPassLocation) |
| |
| bool | ScreenSpaceRayTracing::ShouldRenderScreenSpaceReflectionsWater (const FViewInfo &View) |
| |
| bool | ShouldRenderLumenReflectionsWater (const FViewInfo &View, bool bSkipTracingDataCheck, bool bSkipProjectCheck) |
| |
| bool | ShouldUseBilinearSamplerForDepthWithoutSingleLayerWater (EPixelFormat DepthTextureFormat) |
| |
| bool | UseSingleLayerWaterIndirectDraw (EShaderPlatform ShaderPlatform) |
| |
| bool | IsWaterDistanceFieldShadowEnabled_Runtime (const FStaticShaderPlatform Platform) |
| |
| bool | IsWaterVirtualShadowMapFilteringEnabled_Runtime (const FStaticShaderPlatform Platform) |
| |
| bool | NeedsSeparatedMainDirectionalLightTexture_Runtime (const FStaticShaderPlatform Platform) |
| |
| | IMPLEMENT_STATIC_UNIFORM_BUFFER_STRUCT (FSingleLayerWaterPassUniformParameters, "SingleLayerWater", DeferredDecals) |
| |
| | IMPLEMENT_GLOBAL_SHADER (FSingleLayerWaterCompositePS, "/Engine/Private/SingleLayerWaterComposite.usf", "SingleLayerWaterCompositePS", SF_Pixel) |
| |
| | IMPLEMENT_GLOBAL_SHADER (FSingleLayerWaterRefractionMaskPS, "/Engine/Private/SingleLayerWaterRefractionCulling.usf", "SingleLayerWaterRefractionMaskPS", SF_Pixel) |
| |
| | IMPLEMENT_GLOBAL_SHADER (FSingleLayerWaterRefractionCullingPS, "/Engine/Private/SingleLayerWaterRefractionCulling.usf", "SingleLayerWaterRefractionCullingPS", SF_Pixel) |
| |
| | IMPLEMENT_GLOBAL_SHADER (FWaterTileCategorisationMarkCS, "/Engine/Private/SingleLayerWaterComposite.usf", "WaterTileCatergorisationMarkCS", SF_Compute) |
| |
| | IMPLEMENT_GLOBAL_SHADER (FWaterTileClassificationBuildListsCS, "/Engine/Private/SingleLayerWaterComposite.usf", "WaterTileClassificationBuildListsCS", SF_Compute) |
| |
| | IMPLEMENT_GLOBAL_SHADER (FWaterTileVS, "/Engine/Private/SingleLayerWaterComposite.usf", "WaterTileVS", SF_Vertex) |
| |
| | IMPLEMENT_GLOBAL_SHADER (FWaterRefractionCopyPS, "/Engine/Private/SingleLayerWaterComposite.usf", "WaterRefractionCopyPS", SF_Pixel) |
| |
| bool | IsVSMTranslucentHighQualityEnabled () |
| |
| FSingleLayerWaterPassUniformParameters * | CreateSingleLayerWaterPassUniformParameters (FRDGBuilder &GraphBuilder, const FScene *Scene, const FViewInfo &View, const FSceneTextures &SceneTextures, FRDGTextureRef SceneDepthWithoutWater, FRDGTextureRef SceneColorWithoutWater, FRDGTextureRef RefractionMaskTexture, const FVector4f &MinMaxUV) |
| |
| FMeshPassProcessor * | CreateSingleLayerWaterPassProcessor (ERHIFeatureLevel::Type FeatureLevel, const FScene *Scene, const FSceneView *InViewIfDynamicMeshCommand, FMeshPassDrawListContext *InDrawListContext) |
| |
| | REGISTER_MESHPASSPROCESSOR_AND_PSOCOLLECTOR (SingleLayerWater, CreateSingleLayerWaterPassProcessor, EShadingPath::Deferred, EMeshPass::SingleLayerWaterPass, EMeshPassFlags::CachedMeshCommands|EMeshPassFlags::MainView) |
| |
| FMeshPassProcessor * | CreateSingleLayerWaterDepthPrepassProcessor (ERHIFeatureLevel::Type FeatureLevel, const FScene *Scene, const FSceneView *InViewIfDynamicMeshCommand, FMeshPassDrawListContext *InDrawListContext) |
| |
| | REGISTER_MESHPASSPROCESSOR_AND_PSOCOLLECTOR (SingleLayerWaterDepthPrepass, CreateSingleLayerWaterDepthPrepassProcessor, EShadingPath::Deferred, EMeshPass::SingleLayerWaterDepthPrepass, EMeshPassFlags::CachedMeshCommands|EMeshPassFlags::MainView) |
| |