UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
VolumetricRenderTarget.cpp File Reference
#include "VolumetricRenderTarget.h"
#include "DeferredShadingRenderer.h"
#include "RenderGraphUtils.h"
#include "PixelShaderUtils.h"
#include "ScenePrivate.h"
#include "SceneTextureParameters.h"
#include "SingleLayerWaterRendering.h"
#include "VolumetricCloudRendering.h"
#include "RendererUtils.h"
#include "PostProcess/PostProcessing.h"
#include "EnvironmentComponentsFlags.h"
#include "RendererModule.h"

Classes

class  FReconstructVolumetricRenderTargetPS
 
class  FComposeVolumetricRTOverScenePS
 

Functions

bool ShouldViewRenderVolumetricCloudRenderTarget (const FViewInfo &ViewInfo)
 
bool IsVolumetricRenderTargetEnabled ()
 
bool IsVolumetricRenderTargetAsyncCompute ()
 
 DECLARE_GPU_STAT (VolCloudReconstruction)
 
 DECLARE_GPU_STAT (VolCloudComposeOverScene)
 
 DECLARE_GPU_STAT (VolCloudComposeUnderSLW)
 
 DECLARE_GPU_STAT (VolCloudComposeForVis)
 
FIntPoint ComputeVolumetricBufferResolution (const FIntPoint &InViewRect, int32 VRTMode)
 
void InitVolumetricRenderTargetForViews (FRDGBuilder &GraphBuilder, TArrayView< FViewInfo > Views, const FMinimalSceneTextures &SceneTextures)
 
void ResetVolumetricRenderTargetForViews (FRDGBuilder &GraphBuilder, TArrayView< FViewInfo > Views)
 
 IMPLEMENT_GLOBAL_SHADER (FReconstructVolumetricRenderTargetPS, "/Engine/Private/VolumetricRenderTarget.usf", "ReconstructVolumetricRenderTargetPS", SF_Pixel)
 
void ReconstructVolumetricRenderTarget (FRDGBuilder &GraphBuilder, TArrayView< FViewInfo > Views, FRDGTextureRef SceneDepthTexture, FRDGTextureRef HalfResolutionDepthCheckerboardMinMaxTexture, bool bWaitFinishFence)
 
 IMPLEMENT_GLOBAL_SHADER (FComposeVolumetricRTOverScenePS, "/Engine/Private/VolumetricRenderTarget.usf", "ComposeVolumetricRTOverScenePS", SF_Pixel)
 
void ComposeVolumetricRenderTargetOverScene (FRDGBuilder &GraphBuilder, TArrayView< FViewInfo > Views, FRDGTextureRef SceneColorTexture, FRDGTextureRef SceneDepthTexture, bool bComposeWithWater, const FSceneWithoutWaterTextures &WaterPassData, const FMinimalSceneTextures &SceneTextures)
 
void ComposeVolumetricRenderTargetOverSceneUnderWater (FRDGBuilder &GraphBuilder, TArrayView< FViewInfo > Views, const FSceneWithoutWaterTextures &WaterPassData, const FMinimalSceneTextures &SceneTextures)
 
void ComposeVolumetricRenderTargetOverSceneForVisualization (FRDGBuilder &GraphBuilder, TArrayView< FViewInfo > Views, FRDGTextureRef SceneColorTexture, const FMinimalSceneTextures &SceneTextures)
 

Function Documentation

◆ ComposeVolumetricRenderTargetOverScene()

void ComposeVolumetricRenderTargetOverScene ( FRDGBuilder GraphBuilder,
TArrayView< FViewInfo Views,
FRDGTextureRef  SceneColorTexture,
FRDGTextureRef  SceneDepthTexture,
bool  bComposeWithWater,
const FSceneWithoutWaterTextures WaterPassData,
const FMinimalSceneTextures SceneTextures 
)

◆ ComposeVolumetricRenderTargetOverSceneForVisualization()

void ComposeVolumetricRenderTargetOverSceneForVisualization ( FRDGBuilder GraphBuilder,
TArrayView< FViewInfo Views,
FRDGTextureRef  SceneColorTexture,
const FMinimalSceneTextures SceneTextures 
)

◆ ComposeVolumetricRenderTargetOverSceneUnderWater()

void ComposeVolumetricRenderTargetOverSceneUnderWater ( FRDGBuilder GraphBuilder,
TArrayView< FViewInfo Views,
const FSceneWithoutWaterTextures WaterPassData,
const FMinimalSceneTextures SceneTextures 
)

◆ ComputeVolumetricBufferResolution()

FIntPoint ComputeVolumetricBufferResolution ( const FIntPoint InViewRect,
int32  VRTMode 
)

◆ DECLARE_GPU_STAT() [1/4]

DECLARE_GPU_STAT ( VolCloudComposeForVis  )

◆ DECLARE_GPU_STAT() [2/4]

DECLARE_GPU_STAT ( VolCloudComposeOverScene  )

◆ DECLARE_GPU_STAT() [3/4]

DECLARE_GPU_STAT ( VolCloudComposeUnderSLW  )

◆ DECLARE_GPU_STAT() [4/4]

DECLARE_GPU_STAT ( VolCloudReconstruction  )

◆ IMPLEMENT_GLOBAL_SHADER() [1/2]

IMPLEMENT_GLOBAL_SHADER ( FComposeVolumetricRTOverScenePS  ,
"/Engine/Private/VolumetricRenderTarget.usf"  ,
"ComposeVolumetricRTOverScenePS"  ,
SF_Pixel   
)

◆ IMPLEMENT_GLOBAL_SHADER() [2/2]

IMPLEMENT_GLOBAL_SHADER ( FReconstructVolumetricRenderTargetPS  ,
"/Engine/Private/VolumetricRenderTarget.usf"  ,
"ReconstructVolumetricRenderTargetPS"  ,
SF_Pixel   
)

◆ InitVolumetricRenderTargetForViews()

void InitVolumetricRenderTargetForViews ( FRDGBuilder GraphBuilder,
TArrayView< FViewInfo Views,
const FMinimalSceneTextures SceneTextures 
)

◆ IsVolumetricRenderTargetAsyncCompute()

bool IsVolumetricRenderTargetAsyncCompute ( )

◆ IsVolumetricRenderTargetEnabled()

bool IsVolumetricRenderTargetEnabled ( )

◆ ReconstructVolumetricRenderTarget()

void ReconstructVolumetricRenderTarget ( FRDGBuilder GraphBuilder,
TArrayView< FViewInfo Views,
FRDGTextureRef  SceneDepthTexture,
FRDGTextureRef  HalfResolutionDepthCheckerboardMinMaxTexture,
bool  bWaitFinishFence 
)

◆ ResetVolumetricRenderTargetForViews()

void ResetVolumetricRenderTargetForViews ( FRDGBuilder GraphBuilder,
TArrayView< FViewInfo Views 
)

◆ ShouldViewRenderVolumetricCloudRenderTarget()

bool ShouldViewRenderVolumetricCloudRenderTarget ( const FViewInfo ViewInfo)