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| void | GetVolumeShadowingShaderParameters (FRDGBuilder &GraphBuilder, const FViewInfo &View, const FLightSceneInfo *LightSceneInfo, const FProjectedShadowInfo *ShadowInfo, FVolumeShadowingShaderParameters &OutParameters) |
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| void | SetVolumeShadowingDefaultShaderParametersGlobal (FRDGBuilder &GraphBuilder, FVolumeShadowingShaderParameters &ShaderParams) |
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| void | SetVolumeShadowingShaderParameters (FRDGBuilder &GraphBuilder, FVolumeShadowingShaderParametersGlobal0 &ShaderParams, const FViewInfo &View, const FLightSceneInfo *LightSceneInfo, const FProjectedShadowInfo *ShadowInfo) |
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| void | SetVolumeShadowingShaderParameters (FRDGBuilder &GraphBuilder, FVolumeShadowingShaderParametersGlobal1 &ShaderParams, const FViewInfo &View, const FLightSceneInfo *LightSceneInfo, const FProjectedShadowInfo *ShadowInfo) |
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| void | SetVolumeShadowingDefaultShaderParameters (FRDGBuilder &GraphBuilder, FVolumeShadowingShaderParametersGlobal0 &ShaderParams) |
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| void | SetVolumeShadowingDefaultShaderParameters (FRDGBuilder &GraphBuilder, FVolumeShadowingShaderParametersGlobal1 &ShaderParams) |
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| const FProjectedShadowInfo * | GetFirstWholeSceneShadowMap (const FVisibleLightInfo &VisibleLightInfo) |
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◆ GetFirstWholeSceneShadowMap()
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()
◆ SetVolumeShadowingDefaultShaderParameters() [1/2]
◆ SetVolumeShadowingDefaultShaderParameters() [2/2]
◆ SetVolumeShadowingDefaultShaderParametersGlobal()
◆ SetVolumeShadowingShaderParameters() [1/2]
◆ SetVolumeShadowingShaderParameters() [2/2]