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| FORCEINLINE uint32 | ToIndex (FSubsurfaceTiles::ETileType Type) |
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| const TCHAR * | ToString (FSubsurfaceTiles::ETileType Type) |
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| FSubsurfaceTilePassVS::FParameters | GetSubsurfaceTileParameters (const FScreenPassTextureViewport &TileViewport, const FSubsurfaceTiles &InTile, FSubsurfaceTiles::ETileType TileType) |
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| template<typename FSubsurfacePassPS , typename FSubsurfacePassVS > |
| void | AddSubsurfaceTiledScreenPass (FRDGBuilder &GraphBuilder, FRDGEventName &&Name, const FViewInfo &View, typename FSubsurfacePassPS::FParameters *PassParameters, TShaderMapRef< FSubsurfacePassVS > &VertexShader, TShaderMapRef< FSubsurfacePassPS > &PixelShader, FRHIBlendState *BlendState, FRHIDepthStencilState *DepthStencilState, const FScreenPassTextureViewport SceneViewport, FSubsurfaceTiles::ETileType TileType, const bool bShouldFallbackToFullScreenPass=false) |
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| void | AddConditionalClearBlackUAVPass (FRDGBuilder &GraphBuilder, FRDGEventName &&PassName, FRDGTextureRef Texture, const FScreenPassTextureViewport &ScreenPassViewport, FRDGBufferRef ConditionBuffer, uint32 Offset) |
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| FSubsurfaceTiles | ClassifySSSTiles (FRDGBuilder &GraphBuilder, const FViewInfo &View, const FSceneTextures &SceneTextures, const FScreenPassTextureViewportParameters SceneViewportParameters, const FScreenPassTextureViewportParameters SubsurfaceViewportParameters, const bool IsHalfRes) |
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◆ AddConditionalClearBlackUAVPass()
Clear the UAV texture to black only when ConditionBuffer[Offset] > 0
◆ AddSubsurfaceTiledScreenPass()
| void AddSubsurfaceTiledScreenPass |
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FRDGBuilder & |
GraphBuilder, |
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FRDGEventName && |
Name, |
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const FViewInfo & |
View, |
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typename FSubsurfacePassPS::FParameters * |
PassParameters, |
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TShaderMapRef< FSubsurfacePassVS > & |
VertexShader, |
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TShaderMapRef< FSubsurfacePassPS > & |
PixelShader, |
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FRHIBlendState * |
BlendState, |
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FRHIDepthStencilState * |
DepthStencilState, |
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const FScreenPassTextureViewport |
SceneViewport, |
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FSubsurfaceTiles::ETileType |
TileType, |
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const bool |
bShouldFallbackToFullScreenPass = false |
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◆ ClassifySSSTiles()
Code adapted from ScreenSpaceReflectionTiles to reduce Setup SSS cost. Build lists of 8x8 tiles used by SSS pixels Mark and build list steps are separated in order to build a more coherent list (z-ordered over a larger region), which is important for the performance of future passes due to neighbor diffusion.
◆ GetSubsurfaceTileParameters()
◆ ToIndex()
◆ ToString()