Go to the source code of this file.
|
| const TCHAR * | ToString (EVirtualShadowMapProjectionInputType In) |
| |
| 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) |
| |
| 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) |
| |
| 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 | CompositeVirtualShadowMapMask (FRDGBuilder &GraphBuilder, const FViewInfo &View, const FIntRect ScissorRect, const FRDGTextureRef Input, bool bDirectionalLight, bool bModulateRGB, FTiledVSMProjection *TiledVSMProjection, FRDGTextureRef OutputShadowMaskTexture) |
| |
| 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) |
| |
◆ EVirtualShadowMapProjectionInputType
| Enumerator |
|---|
| GBuffer | |
| HairStrands | |
◆ CompositeVirtualShadowMapFromMaskBits()
◆ CompositeVirtualShadowMapMask()
◆ CreateVirtualShadowMapMaskBits()
◆ RenderVirtualShadowMapProjection() [1/2]
◆ 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()
◆ ToString()