UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
SingleLayerWaterRendering.h File Reference
#include "RenderGraph.h"
#include "PixelShaderUtils.h"
#include "ScreenSpaceRayTracing.h"
#include "SingleLayerWaterDefinitions.h"
#include "Froxel/Froxel.h"

Go to the source code of this file.

Classes

struct  FSingleLayerWaterTileClassification
 
struct  FSingleLayerWaterPrePassResult
 
struct  FSceneWithoutWaterTextures
 
struct  FSceneWithoutWaterTextures::FView
 
class  FWaterTileVS
 

Enumerations

enum class  ESingleLayerWaterPrepassLocation : uint8 { BeforeBasePass , AfterBasePass }
 

Functions

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 ShouldUseBilinearSamplerForDepthWithoutSingleLayerWater (EPixelFormat DepthTextureFormat)
 
template<typename TPixelShaderClass , typename TPassParameters >
void SingleLayerWaterAddTiledFullscreenPass (FRDGBuilder &GraphBuilder, const FGlobalShaderMap *GlobalShaderMap, FRDGEventName &&PassName, TShaderRefBase< TPixelShaderClass, FShaderMapPointerTable > PixelShader, TPassParameters *PassParameters, const TUniformBufferRef< FViewUniformShaderParameters > &ViewUniformBuffer, const FIntRect &Viewport, const FTiledReflection *TiledScreenSpaceReflection=nullptr, FRHIBlendState *BlendState=nullptr, FRHIRasterizerState *RasterizerState=nullptr, FRHIDepthStencilState *DepthStencilState=nullptr, uint32 StencilRef=0)
 

Enumeration Type Documentation

◆ ESingleLayerWaterPrepassLocation

Enumerator
BeforeBasePass 
AfterBasePass 

Function Documentation

◆ GetSingleLayerWaterDepthPrepassLocation()

ESingleLayerWaterPrepassLocation GetSingleLayerWaterDepthPrepassLocation ( bool  bFullDepthPrepass,
ECustomDepthPassLocation  CustomDepthPassLocation 
)

◆ ShouldRenderSingleLayerWater()

bool ShouldRenderSingleLayerWater ( TArrayView< const FViewInfo Views)

◆ ShouldRenderSingleLayerWaterDepthPrepass()

bool ShouldRenderSingleLayerWaterDepthPrepass ( TArrayView< const FViewInfo Views)

◆ ShouldRenderSingleLayerWaterSkippedRenderEditorNotification()

bool ShouldRenderSingleLayerWaterSkippedRenderEditorNotification ( TArrayView< const FViewInfo Views)

◆ ShouldUseBilinearSamplerForDepthWithoutSingleLayerWater()

bool ShouldUseBilinearSamplerForDepthWithoutSingleLayerWater ( EPixelFormat  DepthTextureFormat)

◆ SingleLayerWaterAddTiledFullscreenPass()

void SingleLayerWaterAddTiledFullscreenPass ( FRDGBuilder GraphBuilder,
const FGlobalShaderMap GlobalShaderMap,
FRDGEventName &&  PassName,
TShaderRefBase< TPixelShaderClass, FShaderMapPointerTable PixelShader,
TPassParameters PassParameters,
const TUniformBufferRef< FViewUniformShaderParameters > &  ViewUniformBuffer,
const FIntRect Viewport,
const FTiledReflection TiledScreenSpaceReflection = nullptr,
FRHIBlendState BlendState = nullptr,
FRHIRasterizerState RasterizerState = nullptr,
FRHIDepthStencilState DepthStencilState = nullptr,
uint32  StencilRef = 0 
)