UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
TranslucentLighting.cpp File Reference
#include "TranslucentLighting.h"
#include "CoreMinimal.h"
#include "Stats/Stats.h"
#include "HAL/IConsoleManager.h"
#include "EngineDefines.h"
#include "RHI.h"
#include "RenderResource.h"
#include "HitProxies.h"
#include "FinalPostProcessSettings.h"
#include "ShaderParameters.h"
#include "RendererInterface.h"
#include "PrimitiveViewRelevance.h"
#include "Shader.h"
#include "StaticBoundShaderState.h"
#include "SceneUtils.h"
#include "RHIStaticStates.h"
#include "PrimitiveDrawingUtils.h"
#include "Engine/MapBuildDataRegistry.h"
#include "Components/LightComponent.h"
#include "Materials/Material.h"
#include "PostProcess/SceneRenderTargets.h"
#include "LightSceneInfo.h"
#include "GlobalShader.h"
#include "MaterialShaderType.h"
#include "MaterialShader.h"
#include "MeshMaterialShaderType.h"
#include "MeshMaterialShader.h"
#include "ShadowRendering.h"
#include "SceneRendering.h"
#include "DeferredShadingRenderer.h"
#include "TranslucentRendering.h"
#include "ClearQuad.h"
#include "ScenePrivate.h"
#include "OneColorShader.h"
#include "LightFunctionRendering.h"
#include "LightRendering.h"
#include "ScreenRendering.h"
#include "AmbientCubemapParameters.h"
#include "VolumeRendering.h"
#include "VolumeLighting.h"
#include "PipelineStateCache.h"
#include "VisualizeTexture.h"
#include "MeshPassProcessor.inl"
#include "SkyAtmosphereRendering.h"
#include "VolumetricCloudRendering.h"
#include "TranslucentLightingViewState.h"
#include "RenderCore.h"
#include "StaticMeshBatch.h"
#include "LightFunctionAtlas.h"
#include "HeterogeneousVolumes/HeterogeneousVolumes.h"
#include "BasePassRendering.h"
#include "BlueNoise.h"

Classes

class  FTranslucencyDepthShaderElementData
 
class  FTranslucencyShadowDepthVS
 
class  TTranslucencyShadowDepthVS< ShaderMode >
 
class  FTranslucencyShadowDepthPS
 
class  TTranslucencyShadowDepthPS< ShaderMode >
 
class  FTranslucencyDepthPassMeshProcessor
 
class  FGatherMarkedVoxelsCS
 
class  FInitIndirectArgsCS
 
class  FFilterTranslucentVolumeCS
 
class  FTranslucentLightingInjectPS
 
class  FTranslucentLightingInjectBatchCS
 
class  FClearTranslucentLightingVolumeCS
 
class  FInjectAmbientCubemapPS
 
class  FInjectMegaLightsCS
 
class  FSimpleLightTranslucentLightingInjectPS
 
class  FDebugTranslucencyLightingVolumeCS
 
class  FVisualizeTranslucencyVolumeVS
 
class  FVisualizeTranslucencyVolumePS
 
class  FTranslucentLightingMaterialPSOCollector
 

Enumerations

enum  ETranslucencyShadowDepthShaderMode { TranslucencyShadowDepth_PerspectiveCorrect , TranslucencyShadowDepth_Standard }
 

Functions

 DECLARE_GPU_STAT_NAMED (TranslucentLighting, TEXT("Translucent Lighting"))
 
FAutoConsoleVariableRef CVarTranslucencyLightingVolumes (TEXT("r.TranslucencyLightingVolume"), GUseTranslucencyLightingVolumes, TEXT("0:off, otherwise on, default is 1"), ECVF_RenderThreadSafe|ECVF_Scalability)
 
FAutoConsoleVariableRef CVarTranslucencyLightingVolumeBlur (TEXT("r.TranslucencyLightingVolume.Blur"), GTranslucencyLightingVolumeBlur, TEXT("0:off, otherwise on, default is 1"), ECVF_Scalability|ECVF_RenderThreadSafe)
 
FAutoConsoleVariableRef CVarTranslucencyLightingVolumeDim (TEXT("r.TranslucencyLightingVolume.Dim"), GTranslucencyLightingVolumeDim, TEXT("Dimensions of the volume textures used for translucency lighting. Larger textures result in higher resolution but lower performance."), ECVF_Scalability|ECVF_RenderThreadSafe)
 
float GetTranslucencyLightingVolumePositionOffsetRadius ()
 
int32 GetTranslucencyLightingVolumeDim ()
 
 IMPLEMENT_STATIC_UNIFORM_BUFFER_STRUCT (FTranslucencyDepthPassUniformParameters, "TranslucentDepthPass", SceneTextures)
 
void SetupTranslucencyDepthPassUniformBuffer (const FProjectedShadowInfo *ShadowInfo, FRDGBuilder &GraphBuilder, const FViewInfo &View, FTranslucencyDepthPassUniformParameters &TranslucencyDepthPassParameters)
 
 IMPLEMENT_MATERIAL_SHADER_TYPE (template<>, TTranslucencyShadowDepthVS< TranslucencyShadowDepth_PerspectiveCorrect >, TEXT("/Engine/Private/TranslucentShadowDepthShaders.usf"), TEXT("MainVS"), SF_Vertex)
 
 IMPLEMENT_MATERIAL_SHADER_TYPE (template<>, TTranslucencyShadowDepthVS< TranslucencyShadowDepth_Standard >, TEXT("/Engine/Private/TranslucentShadowDepthShaders.usf"), TEXT("MainVS"), SF_Vertex)
 
 IMPLEMENT_MATERIAL_SHADER_TYPE (template<>, TTranslucencyShadowDepthPS< TranslucencyShadowDepth_PerspectiveCorrect >, TEXT("/Engine/Private/TranslucentShadowDepthShaders.usf"), TEXT("MainOpacityPS"), SF_Pixel)
 
 IMPLEMENT_MATERIAL_SHADER_TYPE (template<>, TTranslucencyShadowDepthPS< TranslucencyShadowDepth_Standard >, TEXT("/Engine/Private/TranslucentShadowDepthShaders.usf"), TEXT("MainOpacityPS"), SF_Pixel)
 
 IMPLEMENT_GLOBAL_SHADER (FGatherMarkedVoxelsCS, "/Engine/Private/TranslucentLightingShaders.usf", "GatherMarkedVoxelsCS", SF_Compute)
 
 IMPLEMENT_GLOBAL_SHADER (FInitIndirectArgsCS, "/Engine/Private/TranslucentLightingShaders.usf", "InitIndirectArgsCS", SF_Compute)
 
 IMPLEMENT_GLOBAL_SHADER (FFilterTranslucentVolumeCS, "/Engine/Private/TranslucentLightingShaders.usf", "FilterTranslucentVolumeCS", SF_Compute)
 
 IMPLEMENT_MATERIAL_SHADER_TYPE (, FTranslucentLightingInjectPS, TEXT("/Engine/Private/TranslucentLightInjectionShaders.usf"), TEXT("InjectMainPS"), SF_Pixel)
 
 IMPLEMENT_GLOBAL_SHADER (FTranslucentLightingInjectBatchCS, "/Engine/Private/TranslucentLightInjectionShaders.usf", "InjectBatchMainCS", SF_Compute)
 
 IMPLEMENT_GLOBAL_SHADER (FClearTranslucentLightingVolumeCS, "/Engine/Private/TranslucentLightInjectionShaders.usf", "ClearTranslucentLightingVolumeCS", SF_Compute)
 
FTranslucencyLightingVolumeParameters GetTranslucencyLightingVolumeParameters (FRDGBuilder &GraphBuilder, const FTranslucencyLightingVolumeTextures &Textures, const FViewInfo &View)
 
bool IsTranslucencyLightingVolumeUsingVoxelMarkingSupported ()
 
bool IsTranslucencyLightingVolumeUsingVoxelMarking ()
 
bool IsTranslucencyLightingVolumeUsingBlueNoise ()
 
 IMPLEMENT_GLOBAL_SHADER (FInjectAmbientCubemapPS, "/Engine/Private/TranslucentLightingShaders.usf", "InjectAmbientCubemapMainPS", SF_Pixel)
 
void InjectTranslucencyLightingVolumeAmbientCubemap (FRDGBuilder &GraphBuilder, const TArrayView< const FViewInfo > Views, const FTranslucencyLightingVolumeTextures &Textures)
 
 IMPLEMENT_GLOBAL_SHADER (FInjectMegaLightsCS, "/Engine/Private/TranslucentLightInjectionShaders.usf", "InjectMegaLightsCS", SF_Compute)
 
void InjectTranslucencyLightingVolumeMegaLights (FRDGBuilder &GraphBuilder, const TArrayView< const FViewInfo > Views, const FTranslucencyLightingVolumeTextures &Textures)
 
FVolumeBounds CalculateLightVolumeBounds (const FSphere &LightBounds, const FViewInfo &View, uint32 VolumeCascadeIndex, bool bDirectionalLight)
 
void InjectTranslucencyLightingVolume (FRDGBuilder &GraphBuilder, const FViewInfo &View, const uint32 ViewIndex, const FScene *Scene, const FSceneRenderer &Renderer, const FTranslucentLightInjectionCollector &Collector, FTranslucencyLightingVolumeTextures &Textures)
 
 IMPLEMENT_GLOBAL_SHADER (FSimpleLightTranslucentLightingInjectPS, "/Engine/Private/TranslucentLightInjectionShaders.usf", "SimpleLightInjectMainPS", SF_Pixel)
 
void InjectSimpleTranslucencyLightingVolumeArray (FRDGBuilder &GraphBuilder, const FViewInfo &View, const uint32 ViewIndex, const uint32 ViewCount, const FTranslucencyLightingVolumeTextures &Textures, const FSimpleLightArray &SimpleLights)
 
 IMPLEMENT_GLOBAL_SHADER (FDebugTranslucencyLightingVolumeCS, "/Engine/Private/TranslucentLightingShaders.usf", "DebugTranslucencyLightingVolumeCS", SF_Compute)
 
void FilterTranslucencyLightingVolume (FRDGBuilder &GraphBuilder, const TArrayView< const FViewInfo > Views, FTranslucencyLightingVolumeTextures &Textures)
 
 IMPLEMENT_GLOBAL_SHADER (FVisualizeTranslucencyVolumeVS, "/Engine/Private/TranslucencyVolumeVisualize.usf", "VisualizeTranslucencyVolumeVS", SF_Vertex)
 
 IMPLEMENT_GLOBAL_SHADER (FVisualizeTranslucencyVolumePS, "/Engine/Private/TranslucencyVolumeVisualize.usf", "VisualizeTranslucencyVolumePS", SF_Pixel)
 
IPSOCollectorCreateTranslucentLightingMaterialPSOCollector (ERHIFeatureLevel::Type FeatureLevel)
 

Variables

bool GUseTranslucencyShadowDepths = true
 
int32 GUseTranslucencyLightingVolumes = 1
 
float GTranslucencyLightingVolumeMinFOV = 45
 
float GTranslucencyLightingVolumeFOVSnapFactor = 10
 
int32 GTranslucencyLightingVolumeBlur = 1
 
int32 GTranslucencyLightingVolumeDim = 64
 
int32 GTranslucencyLightingVolumeAdaptToPerspective = 0
 
int32 GTranslucencyLightingVolumeVisualize = 0
 
float GTranslucencyLightingVolumeVisualizeRadiusScale = 2.0f
 
FAutoConsoleVariableRef CVarTranslucencyLightingVolumeVisualizeRadiusScale (TEXT("r.TranslucencyLightingVolume.Visualize.RadiusScale"), GTranslucencyLightingVolumeVisualizeRadiusScale, TEXT("Scales the size of the spheres used to visualize the translucency lighting volume."), ECVF_RenderThreadSafe)
 
int32 GTranslucencyLightingVolumeVisualizeCascadeIndex = -1
 
FAutoConsoleVariableRef CVarTranslucencyLightingVolumeVisualizeCascadeIndex (TEXT("r.TranslucencyLightingVolume.VisualizeCascadeIndex"), GTranslucencyLightingVolumeVisualizeCascadeIndex, TEXT("Selects which translucency lighting volume cascade should be visualized. -1 visualizes all cascades at once."), ECVF_RenderThreadSafe)
 
int32 GTranslucencyLightingVolumeDebug = 0
 
int32 GTranslucencyLightingVolumeDebugFreezePosition = 0
 
FRegisterPSOCollectorCreateFunction RegisterTranslucentLightingMaterialPSOCollectorCreateTranslucentLightingMaterialPSOCollector
 
FAutoConsoleVariableDeprecated CVarTranslucentLightingVolumes (TEXT("r.TranslucentLightingVolume"), TEXT("r.TranslucencyLightingVolume"), TEXT("5.7"))
 
FAutoConsoleVariableDeprecated CVarTranslucentVolumeMinFOV (TEXT("r.TranslucentVolumeMinFOV"), TEXT("r.TranslucencyLightingVolume.MinFOV"), TEXT("5.7"))
 
FAutoConsoleVariableDeprecated CVarTranslucentVolumeFOVSnapFactor (TEXT("r.TranslucentVolumeFOVSnapFactor"), TEXT("r.TranslucencyLightingVolume.FOVSnapFactor"), TEXT("5.7"))
 
FAutoConsoleVariableDeprecated CVarTranslucentVolumeBlur (TEXT("r.TranslucencyVolumeBlur"), TEXT("r.TranslucencyLightingVolume.Blur"), TEXT("5.7"))
 
FAutoConsoleVariableDeprecated CVarTranslucentVolumeDim (TEXT("r.TranslucencyLightingVolumeDim"), TEXT("r.TranslucencyLightingVolume.Dim"), TEXT("5.7"))
 
FAutoConsoleVariableDeprecated CVarTranslucentVolumeInnerDistance (TEXT("r.TranslucencyLightingVolumeInnerDistance"), TEXT("r.TranslucencyLightingVolume.InnerDistance"), TEXT("5.7"))
 
FAutoConsoleVariableDeprecated CVarTranslucentVolumeOuterDistance (TEXT("r.TranslucencyLightingVolumeOuterDistance"), TEXT("r.TranslucencyLightingVolume.OuterDistance"), TEXT("5.7"))
 

Enumeration Type Documentation

◆ ETranslucencyShadowDepthShaderMode

Enumerator
TranslucencyShadowDepth_PerspectiveCorrect 
TranslucencyShadowDepth_Standard 

Function Documentation

◆ CalculateLightVolumeBounds()

FVolumeBounds CalculateLightVolumeBounds ( const FSphere LightBounds,
const FViewInfo View,
uint32  VolumeCascadeIndex,
bool  bDirectionalLight 
)

Calculates volume texture bounds for the given light in the given translucency lighting volume cascade.

◆ CreateTranslucentLightingMaterialPSOCollector()

IPSOCollector * CreateTranslucentLightingMaterialPSOCollector ( ERHIFeatureLevel::Type  FeatureLevel)

◆ CVarTranslucencyLightingVolumeBlur()

FAutoConsoleVariableRef CVarTranslucencyLightingVolumeBlur ( TEXT("r.TranslucencyLightingVolume.Blur")  ,
GTranslucencyLightingVolumeBlur  ,
TEXT("0:off, otherwise on, default is 1")  ,
ECVF_Scalability ECVF_RenderThreadSafe 
)

◆ CVarTranslucencyLightingVolumeDim()

FAutoConsoleVariableRef CVarTranslucencyLightingVolumeDim ( TEXT("r.TranslucencyLightingVolume.Dim")  ,
GTranslucencyLightingVolumeDim  ,
TEXT("Dimensions of the volume textures used for translucency lighting. Larger textures result in higher resolution but lower performance." ,
ECVF_Scalability ECVF_RenderThreadSafe 
)

◆ CVarTranslucencyLightingVolumes()

FAutoConsoleVariableRef CVarTranslucencyLightingVolumes ( TEXT("r.TranslucencyLightingVolume")  ,
GUseTranslucencyLightingVolumes  ,
TEXT("0:off, otherwise on, default is 1")  ,
ECVF_RenderThreadSafe ECVF_Scalability 
)

◆ DECLARE_GPU_STAT_NAMED()

DECLARE_GPU_STAT_NAMED ( TranslucentLighting  ,
TEXT("Translucent Lighting"  
)

◆ FilterTranslucencyLightingVolume()

void FilterTranslucencyLightingVolume ( FRDGBuilder GraphBuilder,
const TArrayView< const FViewInfo Views,
FTranslucencyLightingVolumeTextures Textures 
)

◆ GetTranslucencyLightingVolumeDim()

int32 GetTranslucencyLightingVolumeDim ( )

Function returning current translucency lighting volume dimensions.

◆ GetTranslucencyLightingVolumeParameters()

FTranslucencyLightingVolumeParameters GetTranslucencyLightingVolumeParameters ( FRDGBuilder GraphBuilder,
const FTranslucencyLightingVolumeTextures Textures,
const FViewInfo View 
)

Initializes translucency volume lighting shader parameters from an optional textures struct. If null or uninitialized, fallback textures are used.

◆ GetTranslucencyLightingVolumePositionOffsetRadius()

float GetTranslucencyLightingVolumePositionOffsetRadius ( )

◆ IMPLEMENT_GLOBAL_SHADER() [1/11]

IMPLEMENT_GLOBAL_SHADER ( FClearTranslucentLightingVolumeCS  ,
"/Engine/Private/TranslucentLightInjectionShaders.usf"  ,
"ClearTranslucentLightingVolumeCS"  ,
SF_Compute   
)

◆ IMPLEMENT_GLOBAL_SHADER() [2/11]

IMPLEMENT_GLOBAL_SHADER ( FDebugTranslucencyLightingVolumeCS  ,
"/Engine/Private/TranslucentLightingShaders.usf"  ,
"DebugTranslucencyLightingVolumeCS"  ,
SF_Compute   
)

◆ IMPLEMENT_GLOBAL_SHADER() [3/11]

IMPLEMENT_GLOBAL_SHADER ( FFilterTranslucentVolumeCS  ,
"/Engine/Private/TranslucentLightingShaders.usf"  ,
"FilterTranslucentVolumeCS"  ,
SF_Compute   
)

◆ IMPLEMENT_GLOBAL_SHADER() [4/11]

IMPLEMENT_GLOBAL_SHADER ( FGatherMarkedVoxelsCS  ,
"/Engine/Private/TranslucentLightingShaders.usf"  ,
"GatherMarkedVoxelsCS"  ,
SF_Compute   
)

◆ IMPLEMENT_GLOBAL_SHADER() [5/11]

IMPLEMENT_GLOBAL_SHADER ( FInitIndirectArgsCS  ,
"/Engine/Private/TranslucentLightingShaders.usf"  ,
"InitIndirectArgsCS"  ,
SF_Compute   
)

◆ IMPLEMENT_GLOBAL_SHADER() [6/11]

IMPLEMENT_GLOBAL_SHADER ( FInjectAmbientCubemapPS  ,
"/Engine/Private/TranslucentLightingShaders.usf"  ,
"InjectAmbientCubemapMainPS"  ,
SF_Pixel   
)

◆ IMPLEMENT_GLOBAL_SHADER() [7/11]

IMPLEMENT_GLOBAL_SHADER ( FInjectMegaLightsCS  ,
"/Engine/Private/TranslucentLightInjectionShaders.usf"  ,
"InjectMegaLightsCS"  ,
SF_Compute   
)

◆ IMPLEMENT_GLOBAL_SHADER() [8/11]

IMPLEMENT_GLOBAL_SHADER ( FSimpleLightTranslucentLightingInjectPS  ,
"/Engine/Private/TranslucentLightInjectionShaders.usf"  ,
"SimpleLightInjectMainPS"  ,
SF_Pixel   
)

◆ IMPLEMENT_GLOBAL_SHADER() [9/11]

IMPLEMENT_GLOBAL_SHADER ( FTranslucentLightingInjectBatchCS  ,
"/Engine/Private/TranslucentLightInjectionShaders.usf"  ,
"InjectBatchMainCS"  ,
SF_Compute   
)

◆ IMPLEMENT_GLOBAL_SHADER() [10/11]

IMPLEMENT_GLOBAL_SHADER ( FVisualizeTranslucencyVolumePS  ,
"/Engine/Private/TranslucencyVolumeVisualize.usf"  ,
"VisualizeTranslucencyVolumePS"  ,
SF_Pixel   
)

◆ IMPLEMENT_GLOBAL_SHADER() [11/11]

IMPLEMENT_GLOBAL_SHADER ( FVisualizeTranslucencyVolumeVS  ,
"/Engine/Private/TranslucencyVolumeVisualize.usf"  ,
"VisualizeTranslucencyVolumeVS"  ,
SF_Vertex   
)

◆ IMPLEMENT_MATERIAL_SHADER_TYPE() [1/5]

IMPLEMENT_MATERIAL_SHADER_TYPE ( FTranslucentLightingInjectPS  ,
TEXT("/Engine/Private/TranslucentLightInjectionShaders.usf" ,
TEXT("InjectMainPS")  ,
SF_Pixel   
)

◆ IMPLEMENT_MATERIAL_SHADER_TYPE() [2/5]

IMPLEMENT_MATERIAL_SHADER_TYPE ( template<>  ,
TTranslucencyShadowDepthPS< TranslucencyShadowDepth_PerspectiveCorrect ,
TEXT("/Engine/Private/TranslucentShadowDepthShaders.usf" ,
TEXT("MainOpacityPS")  ,
SF_Pixel   
)

◆ IMPLEMENT_MATERIAL_SHADER_TYPE() [3/5]

IMPLEMENT_MATERIAL_SHADER_TYPE ( template<>  ,
TTranslucencyShadowDepthPS< TranslucencyShadowDepth_Standard ,
TEXT("/Engine/Private/TranslucentShadowDepthShaders.usf" ,
TEXT("MainOpacityPS")  ,
SF_Pixel   
)

◆ IMPLEMENT_MATERIAL_SHADER_TYPE() [4/5]

IMPLEMENT_MATERIAL_SHADER_TYPE ( template<>  ,
TTranslucencyShadowDepthVS< TranslucencyShadowDepth_PerspectiveCorrect ,
TEXT("/Engine/Private/TranslucentShadowDepthShaders.usf" ,
TEXT("MainVS")  ,
SF_Vertex   
)

◆ IMPLEMENT_MATERIAL_SHADER_TYPE() [5/5]

IMPLEMENT_MATERIAL_SHADER_TYPE ( template<>  ,
TTranslucencyShadowDepthVS< TranslucencyShadowDepth_Standard ,
TEXT("/Engine/Private/TranslucentShadowDepthShaders.usf" ,
TEXT("MainVS")  ,
SF_Vertex   
)

◆ IMPLEMENT_STATIC_UNIFORM_BUFFER_STRUCT()

IMPLEMENT_STATIC_UNIFORM_BUFFER_STRUCT ( FTranslucencyDepthPassUniformParameters  ,
"TranslucentDepthPass"  ,
SceneTextures   
)

◆ InjectSimpleTranslucencyLightingVolumeArray()

void InjectSimpleTranslucencyLightingVolumeArray ( FRDGBuilder GraphBuilder,
const FViewInfo View,
const uint32  ViewIndex,
const uint32  ViewCount,
const FTranslucencyLightingVolumeTextures Textures,
const FSimpleLightArray SimpleLights 
)

◆ InjectTranslucencyLightingVolume()

void InjectTranslucencyLightingVolume ( FRDGBuilder GraphBuilder,
const FViewInfo View,
const uint32  ViewIndex,
const FScene Scene,
const FSceneRenderer Renderer,
const FTranslucentLightInjectionCollector Collector,
FTranslucencyLightingVolumeTextures Textures 
)

Injects all the lights in LightInjectionData into the translucency lighting volume textures.

◆ InjectTranslucencyLightingVolumeAmbientCubemap()

void InjectTranslucencyLightingVolumeAmbientCubemap ( FRDGBuilder GraphBuilder,
const TArrayView< const FViewInfo Views,
const FTranslucencyLightingVolumeTextures Textures 
)

◆ InjectTranslucencyLightingVolumeMegaLights()

void InjectTranslucencyLightingVolumeMegaLights ( FRDGBuilder GraphBuilder,
const TArrayView< const FViewInfo Views,
const FTranslucencyLightingVolumeTextures Textures 
)

◆ IsTranslucencyLightingVolumeUsingBlueNoise()

bool IsTranslucencyLightingVolumeUsingBlueNoise ( )

◆ IsTranslucencyLightingVolumeUsingVoxelMarking()

bool IsTranslucencyLightingVolumeUsingVoxelMarking ( )

◆ IsTranslucencyLightingVolumeUsingVoxelMarkingSupported()

bool IsTranslucencyLightingVolumeUsingVoxelMarkingSupported ( )

◆ SetupTranslucencyDepthPassUniformBuffer()

void SetupTranslucencyDepthPassUniformBuffer ( const FProjectedShadowInfo ShadowInfo,
FRDGBuilder GraphBuilder,
const FViewInfo View,
FTranslucencyDepthPassUniformParameters TranslucencyDepthPassParameters 
)

Variable Documentation

◆ CreateTranslucentLightingMaterialPSOCollector

◆ CVarTranslucencyLightingVolumeVisualizeCascadeIndex

FAutoConsoleVariableRef CVarTranslucencyLightingVolumeVisualizeCascadeIndex(TEXT("r.TranslucencyLightingVolume.VisualizeCascadeIndex"), GTranslucencyLightingVolumeVisualizeCascadeIndex, TEXT("Selects which translucency lighting volume cascade should be visualized. -1 visualizes all cascades at once."), ECVF_RenderThreadSafe) ( TEXT("r.TranslucencyLightingVolume.VisualizeCascadeIndex")  ,
GTranslucencyLightingVolumeVisualizeCascadeIndex  ,
TEXT("Selects which translucency lighting volume cascade should be visualized. -1 visualizes all cascades at once." ,
ECVF_RenderThreadSafe   
)

◆ CVarTranslucencyLightingVolumeVisualizeRadiusScale

FAutoConsoleVariableRef CVarTranslucencyLightingVolumeVisualizeRadiusScale(TEXT("r.TranslucencyLightingVolume.Visualize.RadiusScale"), GTranslucencyLightingVolumeVisualizeRadiusScale, TEXT("Scales the size of the spheres used to visualize the translucency lighting volume."), ECVF_RenderThreadSafe) ( TEXT("r.TranslucencyLightingVolume.Visualize.RadiusScale")  ,
GTranslucencyLightingVolumeVisualizeRadiusScale  ,
TEXT("Scales the size of the spheres used to visualize the translucency lighting volume." ,
ECVF_RenderThreadSafe   
)

◆ CVarTranslucentLightingVolumes

FAutoConsoleVariableDeprecated CVarTranslucentLightingVolumes(TEXT("r.TranslucentLightingVolume"), TEXT("r.TranslucencyLightingVolume"), TEXT("5.7")) ( TEXT("r.TranslucentLightingVolume")  ,
TEXT("r.TranslucencyLightingVolume")  ,
TEXT("5.7")   
)

◆ CVarTranslucentVolumeBlur

FAutoConsoleVariableDeprecated CVarTranslucentVolumeBlur(TEXT("r.TranslucencyVolumeBlur"), TEXT("r.TranslucencyLightingVolume.Blur"), TEXT("5.7")) ( TEXT("r.TranslucencyVolumeBlur")  ,
TEXT("r.TranslucencyLightingVolume.Blur")  ,
TEXT("5.7")   
)

◆ CVarTranslucentVolumeDim

FAutoConsoleVariableDeprecated CVarTranslucentVolumeDim(TEXT("r.TranslucencyLightingVolumeDim"), TEXT("r.TranslucencyLightingVolume.Dim"), TEXT("5.7")) ( TEXT("r.TranslucencyLightingVolumeDim")  ,
TEXT("r.TranslucencyLightingVolume.Dim")  ,
TEXT("5.7")   
)

◆ CVarTranslucentVolumeFOVSnapFactor

FAutoConsoleVariableDeprecated CVarTranslucentVolumeFOVSnapFactor(TEXT("r.TranslucentVolumeFOVSnapFactor"), TEXT("r.TranslucencyLightingVolume.FOVSnapFactor"), TEXT("5.7")) ( TEXT("r.TranslucentVolumeFOVSnapFactor")  ,
TEXT("r.TranslucencyLightingVolume.FOVSnapFactor")  ,
TEXT("5.7")   
)

◆ CVarTranslucentVolumeInnerDistance

FAutoConsoleVariableDeprecated CVarTranslucentVolumeInnerDistance(TEXT("r.TranslucencyLightingVolumeInnerDistance"), TEXT("r.TranslucencyLightingVolume.InnerDistance"), TEXT("5.7")) ( TEXT("r.TranslucencyLightingVolumeInnerDistance")  ,
TEXT("r.TranslucencyLightingVolume.InnerDistance")  ,
TEXT("5.7")   
)

◆ CVarTranslucentVolumeMinFOV

FAutoConsoleVariableDeprecated CVarTranslucentVolumeMinFOV(TEXT("r.TranslucentVolumeMinFOV"), TEXT("r.TranslucencyLightingVolume.MinFOV"), TEXT("5.7")) ( TEXT("r.TranslucentVolumeMinFOV")  ,
TEXT("r.TranslucencyLightingVolume.MinFOV")  ,
TEXT("5.7")   
)

◆ CVarTranslucentVolumeOuterDistance

FAutoConsoleVariableDeprecated CVarTranslucentVolumeOuterDistance(TEXT("r.TranslucencyLightingVolumeOuterDistance"), TEXT("r.TranslucencyLightingVolume.OuterDistance"), TEXT("5.7")) ( TEXT("r.TranslucencyLightingVolumeOuterDistance")  ,
TEXT("r.TranslucencyLightingVolume.OuterDistance")  ,
TEXT("5.7")   
)

◆ GTranslucencyLightingVolumeAdaptToPerspective

int32 GTranslucencyLightingVolumeAdaptToPerspective = 0

◆ GTranslucencyLightingVolumeBlur

int32 GTranslucencyLightingVolumeBlur = 1

◆ GTranslucencyLightingVolumeDebug

int32 GTranslucencyLightingVolumeDebug = 0

◆ GTranslucencyLightingVolumeDebugFreezePosition

int32 GTranslucencyLightingVolumeDebugFreezePosition = 0

◆ GTranslucencyLightingVolumeDim

int32 GTranslucencyLightingVolumeDim = 64

◆ GTranslucencyLightingVolumeFOVSnapFactor

float GTranslucencyLightingVolumeFOVSnapFactor = 10

◆ GTranslucencyLightingVolumeMinFOV

float GTranslucencyLightingVolumeMinFOV = 45

◆ GTranslucencyLightingVolumeVisualize

int32 GTranslucencyLightingVolumeVisualize = 0

◆ GTranslucencyLightingVolumeVisualizeCascadeIndex

int32 GTranslucencyLightingVolumeVisualizeCascadeIndex = -1

◆ GTranslucencyLightingVolumeVisualizeRadiusScale

float GTranslucencyLightingVolumeVisualizeRadiusScale = 2.0f

◆ GUseTranslucencyLightingVolumes

int32 GUseTranslucencyLightingVolumes = 1

◆ GUseTranslucencyShadowDepths

bool GUseTranslucencyShadowDepths = true

Whether to allow rendering translucency shadow depths.