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| | DECLARE_GPU_DRAWCALL_STAT_EXTERN (Translucency) |
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| FRDGTextureRef | AddCopySceneColorPass (FRDGBuilder &GraphBuilder, TArrayView< const FViewInfo > Views, FRDGTextureMSAA SceneColor, bool WithAlpha=false, bool bSkipIfUnderwater=true) |
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| EMeshPass::Type | TranslucencyPassToMeshPass (ETranslucencyPass::Type TranslucencyPass) |
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| ETranslucencyView | GetTranslucencyView (const FViewInfo &View) |
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| ETranslucencyView | GetTranslucencyViews (TArrayView< const FViewInfo > Views) |
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| FSeparateTranslucencyDimensions | UpdateSeparateTranslucencyDimensions (const FSceneRenderer &SceneRenderer) |
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| bool | IsSeparateTranslucencyEnabled (ETranslucencyPass::Type TranslucencyPass, float DownsampleScale) |
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| const FRDGTextureDesc | GetPostDOFTranslucentTextureDesc (ETranslucencyPass::Type TranslucencyPass, const FSeparateTranslucencyDimensions &SeparateTranslucencyDimensions, bool bIsModulate, EShaderPlatform ShaderPlatform) |
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| FRDGTextureMSAA | CreatePostDOFTranslucentTexture (FRDGBuilder &GraphBuilder, ETranslucencyPass::Type TranslucencyPass, const FSeparateTranslucencyDimensions &SeparateTranslucencyDimensions, bool bIsModulate, EShaderPlatform ShaderPlatform) |
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◆ DISTORTION_STENCIL_MASK_BIT
◆ AddCopySceneColorPass()
Add Copy SceneColor Pass.
◆ CreatePostDOFTranslucentTexture()
Shared function used to create Post DOF translucent textures
◆ DECLARE_GPU_DRAWCALL_STAT_EXTERN()
◆ GetPostDOFTranslucentTextureDesc()
Shared function to get the post DOF texture pixel format and creation flags
◆ GetTranslucencyView()
Returns the translucency views to render for the requested view.
◆ GetTranslucencyViews()
Returns the union of all translucency views to render.
◆ IsSeparateTranslucencyEnabled()
Check if separate translucency pass is needed for given pass and downsample scale
◆ TranslucencyPassToMeshPass()
Converts the the translucency pass into the respective mesh pass.
◆ UpdateSeparateTranslucencyDimensions()
Computes the translucency dimensions.