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

Functions

 IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT (FVolumeShadowingShaderParametersGlobal0, "Light0Shadow")
 
 IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT (FVolumeShadowingShaderParametersGlobal1, "Light1Shadow")
 
const FProjectedShadowInfoGetFirstWholeSceneShadowMap (const FVisibleLightInfo &VisibleLightInfo)
 
void SetVolumeShadowingDefaultShaderParametersGlobal (FRDGBuilder &GraphBuilder, FVolumeShadowingShaderParameters &ShaderParams)
 
void GetVolumeShadowingShaderParameters (FRDGBuilder &GraphBuilder, const FViewInfo &View, const FLightSceneInfo *LightSceneInfo, const FProjectedShadowInfo *ShadowInfo, FVolumeShadowingShaderParameters &OutParameters)
 
void SetVolumeShadowingShaderParameters (FRDGBuilder &GraphBuilder, FVolumeShadowingShaderParametersGlobal0 &ShaderParams, const FViewInfo &View, const FLightSceneInfo *LightSceneInfo, const FProjectedShadowInfo *ShadowInfo)
 
void SetVolumeShadowingShaderParameters (FRDGBuilder &GraphBuilder, FVolumeShadowingShaderParametersGlobal1 &ShaderParams, const FViewInfo &View, const FLightSceneInfo *LightSceneInfo, const FProjectedShadowInfo *ShadowInfo)
 
void SetVolumeShadowingDefaultShaderParameters (FRDGBuilder &GraphBuilder, FVolumeShadowingShaderParametersGlobal0 &ShaderParams)
 
void SetVolumeShadowingDefaultShaderParameters (FRDGBuilder &GraphBuilder, FVolumeShadowingShaderParametersGlobal1 &ShaderParams)
 

Function Documentation

◆ GetFirstWholeSceneShadowMap()

const FProjectedShadowInfo * GetFirstWholeSceneShadowMap ( const FVisibleLightInfo VisibleLightInfo)

Fetch the first allocated whole scene shadow map for a given light. Since shadows maps for directional lights are sorted far cascades -> near cascades, this will grab the furthest cascade, which is the typical use case.

◆ GetVolumeShadowingShaderParameters()

void GetVolumeShadowingShaderParameters ( FRDGBuilder GraphBuilder,
const FViewInfo View,
const FLightSceneInfo LightSceneInfo,
const FProjectedShadowInfo ShadowInfo,
FVolumeShadowingShaderParameters OutParameters 
)

◆ IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT() [1/2]

IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT ( FVolumeShadowingShaderParametersGlobal0  ,
"Light0Shadow"   
)

◆ IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT() [2/2]

IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT ( FVolumeShadowingShaderParametersGlobal1  ,
"Light1Shadow"   
)

◆ SetVolumeShadowingDefaultShaderParameters() [1/2]

void SetVolumeShadowingDefaultShaderParameters ( FRDGBuilder GraphBuilder,
FVolumeShadowingShaderParametersGlobal0 ShaderParams 
)

◆ SetVolumeShadowingDefaultShaderParameters() [2/2]

void SetVolumeShadowingDefaultShaderParameters ( FRDGBuilder GraphBuilder,
FVolumeShadowingShaderParametersGlobal1 ShaderParams 
)

◆ SetVolumeShadowingDefaultShaderParametersGlobal()

void SetVolumeShadowingDefaultShaderParametersGlobal ( FRDGBuilder GraphBuilder,
FVolumeShadowingShaderParameters ShaderParams 
)

◆ SetVolumeShadowingShaderParameters() [1/2]

void SetVolumeShadowingShaderParameters ( FRDGBuilder GraphBuilder,
FVolumeShadowingShaderParametersGlobal0 ShaderParams,
const FViewInfo View,
const FLightSceneInfo LightSceneInfo,
const FProjectedShadowInfo ShadowInfo 
)

◆ SetVolumeShadowingShaderParameters() [2/2]

void SetVolumeShadowingShaderParameters ( FRDGBuilder GraphBuilder,
FVolumeShadowingShaderParametersGlobal1 ShaderParams,
const FViewInfo View,
const FLightSceneInfo LightSceneInfo,
const FProjectedShadowInfo ShadowInfo 
)