Go to the source code of this file.
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| ESkyAtmospherePassLocation | GetSkyAtmospherePassLocation () |
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| bool | ShouldRenderSkyAtmosphere (const FScene *Scene, const FEngineShowFlags &EngineShowFlags) |
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| void | InitSkyAtmosphereForScene (FRHICommandListImmediate &RHICmdList, FRDGBuilder &GraphBuilder, FScene *Scene) |
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| void | InitSkyAtmosphereForView (FRHICommandListImmediate &RHICmdList, const FScene *Scene, FViewInfo &View) |
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| void | SetupSkyAtmosphereViewSharedUniformShaderParameters (const class FViewInfo &View, const FSkyAtmosphereSceneProxy &SkyAtmosphereProxy, FSkyAtmosphereViewSharedUniformShaderParameters &OutParameters) |
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| void | PrepareSunLightProxy (const FSkyAtmosphereRenderSceneInfo &SkyAtmosphere, uint32 AtmosphereLightIndex, FLightSceneInfo &AtmosphereLight) |
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| bool | IsLightAtmospherePerPixelTransmittanceEnabled (const FScene *Scene, const FViewInfo &View, const FLightSceneInfo *const LightSceneInfo) |
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| float | GetValidAerialPerspectiveStartDepthInCm (const FViewInfo &View, const FSkyAtmosphereSceneProxy &SkyAtmosphereProxy) |
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| bool | ShouldSkySampleAtmosphereLightsOpaqueShadow (const FScene &Scene, const TArray< FVisibleLightInfo, SceneRenderingAllocator > &VisibleLightInfos, SkyAtmosphereLightShadowData &LightShadowData) |
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| void | GetSkyAtmosphereLightsUniformBuffers (FRDGBuilder &GraphBuilder, TRDGUniformBufferRef< FVolumeShadowingShaderParametersGlobal0 > &OutLightShadowShaderParams0UniformBuffer, TRDGUniformBufferRef< FVolumeShadowingShaderParametersGlobal1 > &OutLightShadowShaderParams1UniformBuffer, const SkyAtmosphereLightShadowData &LightShadowData, const FViewInfo &ViewInfo, const bool bShouldSampleOpaqueShadow, const EUniformBufferUsage UniformBufferUsage) |
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| bool | ShouldRenderSkyAtmosphereDebugPasses (const FScene *Scene, const FEngineShowFlags &EngineShowFlags) |
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| FScreenPassTexture | AddSkyAtmosphereDebugPasses (FRDGBuilder &GraphBuilder, FScene *Scene, const FSceneViewFamily &ViewFamily, const FViewInfo &View, FScreenPassTexture &ScreenPassSceneColor) |
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◆ ESkyAtmospherePassLocation
| Enumerator |
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| BeforeBasePass | |
| BeforePrePass | |
◆ AddSkyAtmosphereDebugPasses()
◆ GetSkyAtmosphereLightsUniformBuffers()
◆ GetSkyAtmospherePassLocation()
◆ GetValidAerialPerspectiveStartDepthInCm()
◆ InitSkyAtmosphereForScene()
◆ InitSkyAtmosphereForView()
◆ IsLightAtmospherePerPixelTransmittanceEnabled()
◆ PrepareSunLightProxy()
◆ SetupSkyAtmosphereViewSharedUniformShaderParameters()
◆ ShouldRenderSkyAtmosphere()
◆ ShouldRenderSkyAtmosphereDebugPasses()
◆ ShouldSkySampleAtmosphereLightsOpaqueShadow()