UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
SubsurfaceProfile.h File Reference
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "UObject/Object.h"
#include "RenderResource.h"
#include "SubsurfaceProfile.generated.h"

Go to the source code of this file.

Classes

struct  FSubsurfaceProfileStruct
 
class  USubsurfaceProfile
 
class  FSubsurfaceProfileTexture
 

Namespaces

namespace  SubsurfaceProfile
 

Macros

#define MAX_SUBSURFACE_PROFILE_COUNT   256
 

Enumerations

enum class  ESubsurfaceImplementationTechniqueHint : uint8 { UMETA =(DisplayName = "Adaptive Filtered Importance Sampling") , UMETA =(DisplayName = "Separable") }
 

Functions

ENGINE_API void UpdateSubsurfaceProfileTexture (class FRDGBuilder &GraphBuilder, EShaderPlatform ShaderPlatform)
 
ENGINE_API FRHITextureGetSubsurfaceProfileTexture ()
 
ENGINE_API FRHITextureGetSubsurfaceProfileTextureWithFallback ()
 
ENGINE_API FRHITextureGetSSProfilesPreIntegratedTextureWithFallback ()
 
ENGINE_API FName GetSubsurfaceProfileParameterName ()
 
ENGINE_API float GetSubsurfaceProfileId (const USubsurfaceProfile *In)
 
ENGINE_API FName CreateSubsurfaceProfileParameterName (const USubsurfaceProfile *InProfile)
 
ENGINE_API void SubsurfaceProfile::UpdateSubsurfaceProfileTexture (class FRDGBuilder &GraphBuilder, EShaderPlatform ShaderPlatform)
 
ENGINE_API FRHITextureSubsurfaceProfile::GetSubsurfaceProfileTexture ()
 
ENGINE_API FRHITextureSubsurfaceProfile::GetSubsurfaceProfileTextureWithFallback ()
 
ENGINE_API FRHITextureSubsurfaceProfile::GetSSProfilesPreIntegratedTextureWithFallback ()
 
ENGINE_API FName SubsurfaceProfile::GetSubsurfaceProfileParameterName ()
 
ENGINE_API float SubsurfaceProfile::GetSubsurfaceProfileId (const USubsurfaceProfile *In)
 
ENGINE_API FName SubsurfaceProfile::CreateSubsurfaceProfileParameterName (const USubsurfaceProfile *InProfile)
 

Variables

ENGINE_API TGlobalResource< FSubsurfaceProfileTextureGSubsurfaceProfileTextureObject
 

Macro Definition Documentation

◆ MAX_SUBSURFACE_PROFILE_COUNT

#define MAX_SUBSURFACE_PROFILE_COUNT   256

Enumeration Type Documentation

◆ ESubsurfaceImplementationTechniqueHint

Enumerator
UMETA 

Best for high quality like skin. Perform direct subsurface scattering with acceleration from adaptive filtered importance sampling (AFIS). It is expensive but more accurate. Will fallback to Separable if lower quality (better performance) is preferred (r.SSS.Burley.Quality 0) or force separable in half resolution (r.SSS.HalfRes 1 and r.SSS.HalfRes.ForceSeparable 1) for performance.

UMETA 

Best for high performance if large ice/snow covering. Perform subsurface scattering with vertial and horizontal separable filters.

Function Documentation

◆ CreateSubsurfaceProfileParameterName()

ENGINE_API FName CreateSubsurfaceProfileParameterName ( const USubsurfaceProfile InProfile)

◆ GetSSProfilesPreIntegratedTextureWithFallback()

ENGINE_API FRHITexture * GetSSProfilesPreIntegratedTextureWithFallback ( )

◆ GetSubsurfaceProfileId()

ENGINE_API float GetSubsurfaceProfileId ( const USubsurfaceProfile In)

◆ GetSubsurfaceProfileParameterName()

ENGINE_API FName GetSubsurfaceProfileParameterName ( )

◆ GetSubsurfaceProfileTexture()

ENGINE_API FRHITexture * GetSubsurfaceProfileTexture ( )

◆ GetSubsurfaceProfileTextureWithFallback()

ENGINE_API FRHITexture * GetSubsurfaceProfileTextureWithFallback ( )

◆ UpdateSubsurfaceProfileTexture()

ENGINE_API void UpdateSubsurfaceProfileTexture ( class FRDGBuilder GraphBuilder,
EShaderPlatform  ShaderPlatform 
)

Variable Documentation

◆ GSubsurfaceProfileTextureObject

ENGINE_API TGlobalResource<FSubsurfaceProfileTexture> GSubsurfaceProfileTextureObject
extern