UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
TranslucentRendering.h File Reference
#include "HitProxies.h"
#include "ShaderParameters.h"
#include "GlobalShader.h"
#include "SceneRendering.h"
#include "VolumeRendering.h"
#include "ScreenPass.h"
#include "SystemTextures.h"
#include "RenderGraphDefinitions.h"
#include "PostProcess/SceneRenderTargets.h"

Go to the source code of this file.

Classes

struct  FSeparateTranslucencyDimensions
 
struct  FTranslucencyComposition
 

Macros

#define DISTORTION_STENCIL_MASK_BIT   STENCIL_SANDBOX_MASK
 

Functions

 DECLARE_GPU_DRAWCALL_STAT_EXTERN (Translucency)
 
FRDGTextureRef AddCopySceneColorPass (FRDGBuilder &GraphBuilder, TArrayView< const FViewInfo > Views, FRDGTextureMSAA SceneColor, bool WithAlpha=false, bool bSkipIfUnderwater=true)
 
EMeshPass::Type TranslucencyPassToMeshPass (ETranslucencyPass::Type TranslucencyPass)
 
ETranslucencyView GetTranslucencyView (const FViewInfo &View)
 
ETranslucencyView GetTranslucencyViews (TArrayView< const FViewInfo > Views)
 
FSeparateTranslucencyDimensions UpdateSeparateTranslucencyDimensions (const FSceneRenderer &SceneRenderer)
 
bool IsSeparateTranslucencyEnabled (ETranslucencyPass::Type TranslucencyPass, float DownsampleScale)
 
const FRDGTextureDesc GetPostDOFTranslucentTextureDesc (ETranslucencyPass::Type TranslucencyPass, const FSeparateTranslucencyDimensions &SeparateTranslucencyDimensions, bool bIsModulate, EShaderPlatform ShaderPlatform)
 
FRDGTextureMSAA CreatePostDOFTranslucentTexture (FRDGBuilder &GraphBuilder, ETranslucencyPass::Type TranslucencyPass, const FSeparateTranslucencyDimensions &SeparateTranslucencyDimensions, bool bIsModulate, EShaderPlatform ShaderPlatform)
 

Macro Definition Documentation

◆ DISTORTION_STENCIL_MASK_BIT

#define DISTORTION_STENCIL_MASK_BIT   STENCIL_SANDBOX_MASK

Function Documentation

◆ AddCopySceneColorPass()

FRDGTextureRef AddCopySceneColorPass ( FRDGBuilder GraphBuilder,
TArrayView< const FViewInfo Views,
FRDGTextureMSAA  SceneColor,
bool  WithAlpha = false,
bool  bSkipIfUnderwater = true 
)

Add Copy SceneColor Pass.

◆ CreatePostDOFTranslucentTexture()

FRDGTextureMSAA CreatePostDOFTranslucentTexture ( FRDGBuilder GraphBuilder,
ETranslucencyPass::Type  TranslucencyPass,
const FSeparateTranslucencyDimensions SeparateTranslucencyDimensions,
bool  bIsModulate,
EShaderPlatform  ShaderPlatform 
)

Shared function used to create Post DOF translucent textures

◆ DECLARE_GPU_DRAWCALL_STAT_EXTERN()

DECLARE_GPU_DRAWCALL_STAT_EXTERN ( Translucency  )

◆ GetPostDOFTranslucentTextureDesc()

const FRDGTextureDesc GetPostDOFTranslucentTextureDesc ( ETranslucencyPass::Type  TranslucencyPass,
const FSeparateTranslucencyDimensions SeparateTranslucencyDimensions,
bool  bIsModulate,
EShaderPlatform  ShaderPlatform 
)

Shared function to get the post DOF texture pixel format and creation flags

◆ GetTranslucencyView()

ETranslucencyView GetTranslucencyView ( const FViewInfo View)

Returns the translucency views to render for the requested view.

◆ GetTranslucencyViews()

ETranslucencyView GetTranslucencyViews ( TArrayView< const FViewInfo Views)

Returns the union of all translucency views to render.

◆ IsSeparateTranslucencyEnabled()

bool IsSeparateTranslucencyEnabled ( ETranslucencyPass::Type  TranslucencyPass,
float  DownsampleScale 
)

Check if separate translucency pass is needed for given pass and downsample scale

◆ TranslucencyPassToMeshPass()

EMeshPass::Type TranslucencyPassToMeshPass ( ETranslucencyPass::Type  TranslucencyPass)

Converts the the translucency pass into the respective mesh pass.

◆ UpdateSeparateTranslucencyDimensions()

FSeparateTranslucencyDimensions UpdateSeparateTranslucencyDimensions ( const FSceneRenderer SceneRenderer)

Computes the translucency dimensions.