UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
VirtualShadowMapProjection.cpp File Reference

Classes

class  FVirtualShadowMapProjectionCS
 
class  FVirtualShadowMapProjectionCompositeTileVS
 
class  FVirtualShadowMapProjectionCompositePS
 
class  FVirtualShadowMapProjectionCompositeFromMaskBitsPS
 

Macros

#define MAX_TEST_PERMUTATION   0
 

Functions

bool IsVSMTranslucentHighQualityEnabled ()
 
const TCHARToString (EVirtualShadowMapProjectionInputType In)
 
 IMPLEMENT_GLOBAL_SHADER (FVirtualShadowMapProjectionCS, "/Engine/Private/VirtualShadowMaps/VirtualShadowMapProjection.usf", "VirtualShadowMapProjection", SF_Compute)
 
FRDGTextureRef CreateVirtualShadowMapMaskBits (FRDGBuilder &GraphBuilder, const FMinimalSceneTextures &SceneTextures, FVirtualShadowMapArray &VirtualShadowMapArray, const TCHAR *Name)
 
void RenderVirtualShadowMapProjectionOnePass (FRDGBuilder &GraphBuilder, const FMinimalSceneTextures &SceneTextures, const FViewInfo &View, int32 ViewIndex, FVirtualShadowMapArray &VirtualShadowMapArray, EVirtualShadowMapProjectionInputType InputType, FRDGTextureRef ShadowMaskBits)
 
void RenderVirtualShadowMapProjection (FRDGBuilder &GraphBuilder, const FMinimalSceneTextures &SceneTextures, const FViewInfo &View, int32 ViewIndex, FVirtualShadowMapArray &VirtualShadowMapArray, const FIntRect ScissorRect, EVirtualShadowMapProjectionInputType InputType, const FLightSceneInfo &LightSceneInfo, int32 VirtualShadowMapId, FRDGTextureRef OutputShadowMaskTexture)
 
void RenderVirtualShadowMapProjection (FRDGBuilder &GraphBuilder, const FMinimalSceneTextures &SceneTextures, const FViewInfo &View, int32 ViewIndex, FVirtualShadowMapArray &VirtualShadowMapArray, const FIntRect ScissorRect, EVirtualShadowMapProjectionInputType InputType, const TSharedPtr< FVirtualShadowMapClipmap > &Clipmap, bool bModulateRGB, FTiledVSMProjection *TiledVSMProjection, FRDGTextureRef OutputShadowMaskTexture, const TSharedPtr< FVirtualShadowMapClipmap > &FirstPersonClipmap)
 
 IMPLEMENT_GLOBAL_SHADER (FVirtualShadowMapProjectionCompositeTileVS, "/Engine/Private/VirtualShadowMaps/VirtualShadowMapProjectionComposite.usf", "VirtualShadowMapCompositeTileVS", SF_Vertex)
 
 IMPLEMENT_GLOBAL_SHADER (FVirtualShadowMapProjectionCompositePS, "/Engine/Private/VirtualShadowMaps/VirtualShadowMapProjectionComposite.usf", "VirtualShadowMapCompositePS", SF_Pixel)
 
void CompositeVirtualShadowMapMask (FRDGBuilder &GraphBuilder, const FViewInfo &View, const FIntRect ScissorRect, const FRDGTextureRef Input, bool bDirectionalLight, bool bModulateRGB, FTiledVSMProjection *TiledVSMProjection, FRDGTextureRef OutputShadowMaskTexture)
 
 IMPLEMENT_GLOBAL_SHADER (FVirtualShadowMapProjectionCompositeFromMaskBitsPS, "/Engine/Private/VirtualShadowMaps/VirtualShadowMapProjectionComposite.usf", "VirtualShadowMapCompositeFromMaskBitsPS", SF_Pixel)
 
void CompositeVirtualShadowMapFromMaskBits (FRDGBuilder &GraphBuilder, const FMinimalSceneTextures &SceneTextures, const FViewInfo &View, int32 ViewIndex, const FIntRect ScissorRect, FVirtualShadowMapArray &VirtualShadowMapArray, EVirtualShadowMapProjectionInputType InputType, int32 VirtualShadowMapId, FRDGTextureRef ShadowMaskBits, FRDGTextureRef OutputShadowMaskTexture)
 

Variables

TAutoConsoleVariable< floatCVarMaxDOFResolutionBias
 
int32 GVisualizeCachedPagesOnly = 0
 
FAutoConsoleVariableRef CVarVisualizeCachedPagesOnly (TEXT("r.Shadow.Virtual.Visualize.ShowCachedPagesOnly"), GVisualizeCachedPagesOnly, TEXT("When true, shows the cached pages for all lights and hides uncached pages."), ECVF_RenderThreadSafe)
 

Macro Definition Documentation

◆ MAX_TEST_PERMUTATION

#define MAX_TEST_PERMUTATION   0

Function Documentation

◆ CompositeVirtualShadowMapFromMaskBits()

void CompositeVirtualShadowMapFromMaskBits ( FRDGBuilder GraphBuilder,
const FMinimalSceneTextures SceneTextures,
const FViewInfo View,
int32  ViewIndex,
const FIntRect  ScissorRect,
FVirtualShadowMapArray VirtualShadowMapArray,
EVirtualShadowMapProjectionInputType  InputType,
int32  VirtualShadowMapId,
FRDGTextureRef  ShadowMaskBits,
FRDGTextureRef  OutputShadowMaskTexture 
)

◆ CompositeVirtualShadowMapMask()

void CompositeVirtualShadowMapMask ( FRDGBuilder GraphBuilder,
const FViewInfo View,
const FIntRect  ScissorRect,
const FRDGTextureRef  Input,
bool  bDirectionalLight,
bool  bModulateRGB,
FTiledVSMProjection TiledVSMProjection,
FRDGTextureRef  OutputShadowMaskTexture 
)

◆ CreateVirtualShadowMapMaskBits()

FRDGTextureRef CreateVirtualShadowMapMaskBits ( FRDGBuilder GraphBuilder,
const FMinimalSceneTextures SceneTextures,
FVirtualShadowMapArray VirtualShadowMapArray,
const TCHAR Name 
)

◆ IMPLEMENT_GLOBAL_SHADER() [1/4]

IMPLEMENT_GLOBAL_SHADER ( FVirtualShadowMapProjectionCompositeFromMaskBitsPS  ,
"/Engine/Private/VirtualShadowMaps/VirtualShadowMapProjectionComposite.usf"  ,
"VirtualShadowMapCompositeFromMaskBitsPS"  ,
SF_Pixel   
)

◆ IMPLEMENT_GLOBAL_SHADER() [2/4]

IMPLEMENT_GLOBAL_SHADER ( FVirtualShadowMapProjectionCompositePS  ,
"/Engine/Private/VirtualShadowMaps/VirtualShadowMapProjectionComposite.usf"  ,
"VirtualShadowMapCompositePS"  ,
SF_Pixel   
)

◆ IMPLEMENT_GLOBAL_SHADER() [3/4]

IMPLEMENT_GLOBAL_SHADER ( FVirtualShadowMapProjectionCompositeTileVS  ,
"/Engine/Private/VirtualShadowMaps/VirtualShadowMapProjectionComposite.usf"  ,
"VirtualShadowMapCompositeTileVS"  ,
SF_Vertex   
)

◆ IMPLEMENT_GLOBAL_SHADER() [4/4]

IMPLEMENT_GLOBAL_SHADER ( FVirtualShadowMapProjectionCS  ,
"/Engine/Private/VirtualShadowMaps/VirtualShadowMapProjection.usf"  ,
"VirtualShadowMapProjection"  ,
SF_Compute   
)

◆ IsVSMTranslucentHighQualityEnabled()

bool IsVSMTranslucentHighQualityEnabled ( )

◆ RenderVirtualShadowMapProjection() [1/2]

void RenderVirtualShadowMapProjection ( FRDGBuilder GraphBuilder,
const FMinimalSceneTextures SceneTextures,
const FViewInfo View,
int32  ViewIndex,
FVirtualShadowMapArray VirtualShadowMapArray,
const FIntRect  ScissorRect,
EVirtualShadowMapProjectionInputType  InputType,
const FLightSceneInfo LightSceneInfo,
int32  VirtualShadowMapId,
FRDGTextureRef  OutputShadowMaskTexture 
)

◆ RenderVirtualShadowMapProjection() [2/2]

void RenderVirtualShadowMapProjection ( FRDGBuilder GraphBuilder,
const FMinimalSceneTextures SceneTextures,
const FViewInfo View,
int32  ViewIndex,
FVirtualShadowMapArray VirtualShadowMapArray,
const FIntRect  ScissorRect,
EVirtualShadowMapProjectionInputType  InputType,
const TSharedPtr< FVirtualShadowMapClipmap > &  Clipmap,
bool  bModulateRGB,
FTiledVSMProjection TiledVSMProjection,
FRDGTextureRef  OutputShadowMaskTexture,
const TSharedPtr< FVirtualShadowMapClipmap > &  FirstPersonClipmap 
)

◆ RenderVirtualShadowMapProjectionOnePass()

void RenderVirtualShadowMapProjectionOnePass ( FRDGBuilder GraphBuilder,
const FMinimalSceneTextures SceneTextures,
const FViewInfo View,
int32  ViewIndex,
FVirtualShadowMapArray VirtualShadowMapArray,
EVirtualShadowMapProjectionInputType  InputType,
FRDGTextureRef  ShadowMaskBits 
)

◆ ToString()

const TCHAR * ToString ( EVirtualShadowMapProjectionInputType  In)

Variable Documentation

◆ CVarMaxDOFResolutionBias

TAutoConsoleVariable<float> CVarMaxDOFResolutionBias
extern

◆ CVarVisualizeCachedPagesOnly

FAutoConsoleVariableRef CVarVisualizeCachedPagesOnly(TEXT("r.Shadow.Virtual.Visualize.ShowCachedPagesOnly"), GVisualizeCachedPagesOnly, TEXT("When true, shows the cached pages for all lights and hides uncached pages."), ECVF_RenderThreadSafe) ( TEXT("r.Shadow.Virtual.Visualize.ShowCachedPagesOnly")  ,
GVisualizeCachedPagesOnly  ,
TEXT("When true, shows the cached pages for all lights and hides uncached pages." ,
ECVF_RenderThreadSafe   
)

◆ GVisualizeCachedPagesOnly

int32 GVisualizeCachedPagesOnly = 0