#include "RenderGraph.h"
#include "PixelShaderUtils.h"
#include "ScreenSpaceRayTracing.h"
#include "SingleLayerWaterDefinitions.h"
#include "Froxel/Froxel.h"
Go to the source code of this file.
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| bool | ShouldRenderSingleLayerWater (TArrayView< const FViewInfo > Views) |
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| bool | ShouldRenderSingleLayerWaterSkippedRenderEditorNotification (TArrayView< const FViewInfo > Views) |
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| bool | ShouldRenderSingleLayerWaterDepthPrepass (TArrayView< const FViewInfo > Views) |
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| ESingleLayerWaterPrepassLocation | GetSingleLayerWaterDepthPrepassLocation (bool bFullDepthPrepass, ECustomDepthPassLocation CustomDepthPassLocation) |
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| bool | ShouldUseBilinearSamplerForDepthWithoutSingleLayerWater (EPixelFormat DepthTextureFormat) |
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| 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) |
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◆ ESingleLayerWaterPrepassLocation
| Enumerator |
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| BeforeBasePass | |
| AfterBasePass | |
◆ GetSingleLayerWaterDepthPrepassLocation()
◆ ShouldRenderSingleLayerWater()
◆ ShouldRenderSingleLayerWaterDepthPrepass()
◆ ShouldRenderSingleLayerWaterSkippedRenderEditorNotification()
◆ ShouldUseBilinearSamplerForDepthWithoutSingleLayerWater()
| bool ShouldUseBilinearSamplerForDepthWithoutSingleLayerWater |
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EPixelFormat |
DepthTextureFormat | ) |
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◆ SingleLayerWaterAddTiledFullscreenPass()
| void SingleLayerWaterAddTiledFullscreenPass |
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FRDGBuilder & |
GraphBuilder, |
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const FGlobalShaderMap * |
GlobalShaderMap, |
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FRDGEventName && |
PassName, |
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TShaderRefBase< TPixelShaderClass, FShaderMapPointerTable > |
PixelShader, |
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TPassParameters * |
PassParameters, |
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const TUniformBufferRef< FViewUniformShaderParameters > & |
ViewUniformBuffer, |
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const FIntRect & |
Viewport, |
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const FTiledReflection * |
TiledScreenSpaceReflection = nullptr, |
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FRHIBlendState * |
BlendState = nullptr, |
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FRHIRasterizerState * |
RasterizerState = nullptr, |
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FRHIDepthStencilState * |
DepthStencilState = nullptr, |
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uint32 |
StencilRef = 0 |
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) |
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