UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
SkyAtmosphereRendering.h File Reference

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Classes

struct  FSkyAtmosphereViewSharedUniformShaderParameters
 
struct  FSkyAtmosphereRenderContext
 
class  FSkyAtmosphereRenderSceneInfo
 
class  FSkyAtmospherePendingRDGResources
 
struct  SkyAtmosphereLightShadowData
 

Enumerations

enum class  ESkyAtmospherePassLocation : uint32 { BeforeBasePass , BeforePrePass }
 

Functions

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

Enumeration Type Documentation

◆ ESkyAtmospherePassLocation

Enumerator
BeforeBasePass 
BeforePrePass 

Function Documentation

◆ AddSkyAtmosphereDebugPasses()

FScreenPassTexture AddSkyAtmosphereDebugPasses ( FRDGBuilder GraphBuilder,
FScene Scene,
const FSceneViewFamily ViewFamily,
const FViewInfo View,
FScreenPassTexture ScreenPassSceneColor 
)

◆ GetSkyAtmosphereLightsUniformBuffers()

void GetSkyAtmosphereLightsUniformBuffers ( FRDGBuilder GraphBuilder,
TRDGUniformBufferRef< FVolumeShadowingShaderParametersGlobal0 > &  OutLightShadowShaderParams0UniformBuffer,
TRDGUniformBufferRef< FVolumeShadowingShaderParametersGlobal1 > &  OutLightShadowShaderParams1UniformBuffer,
const SkyAtmosphereLightShadowData LightShadowData,
const FViewInfo ViewInfo,
const bool  bShouldSampleOpaqueShadow,
const EUniformBufferUsage  UniformBufferUsage 
)

◆ GetSkyAtmospherePassLocation()

ESkyAtmospherePassLocation GetSkyAtmospherePassLocation ( )
extern

◆ GetValidAerialPerspectiveStartDepthInCm()

float GetValidAerialPerspectiveStartDepthInCm ( const FViewInfo View,
const FSkyAtmosphereSceneProxy SkyAtmosphereProxy 
)

◆ InitSkyAtmosphereForScene()

void InitSkyAtmosphereForScene ( FRHICommandListImmediate RHICmdList,
FRDGBuilder GraphBuilder,
FScene Scene 
)

◆ InitSkyAtmosphereForView()

void InitSkyAtmosphereForView ( FRHICommandListImmediate RHICmdList,
const FScene Scene,
FViewInfo View 
)

◆ IsLightAtmospherePerPixelTransmittanceEnabled()

bool IsLightAtmospherePerPixelTransmittanceEnabled ( const FScene Scene,
const FViewInfo View,
const FLightSceneInfo *const  LightSceneInfo 
)

◆ PrepareSunLightProxy()

void PrepareSunLightProxy ( const FSkyAtmosphereRenderSceneInfo SkyAtmosphere,
uint32  AtmosphereLightIndex,
FLightSceneInfo AtmosphereLight 
)

◆ SetupSkyAtmosphereViewSharedUniformShaderParameters()

void SetupSkyAtmosphereViewSharedUniformShaderParameters ( const class FViewInfo View,
const FSkyAtmosphereSceneProxy SkyAtmosphereProxy,
FSkyAtmosphereViewSharedUniformShaderParameters OutParameters 
)
extern

◆ ShouldRenderSkyAtmosphere()

bool ShouldRenderSkyAtmosphere ( const FScene Scene,
const FEngineShowFlags EngineShowFlags 
)

◆ ShouldRenderSkyAtmosphereDebugPasses()

bool ShouldRenderSkyAtmosphereDebugPasses ( const FScene Scene,
const FEngineShowFlags EngineShowFlags 
)

◆ ShouldSkySampleAtmosphereLightsOpaqueShadow()

bool ShouldSkySampleAtmosphereLightsOpaqueShadow ( const FScene Scene,
const TArray< FVisibleLightInfo, SceneRenderingAllocator > &  VisibleLightInfos,
SkyAtmosphereLightShadowData LightShadowData 
)