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

Classes

class  FWaterInfoTextureMergePS
 
class  FWaterInfoTextureBlurPS
 
class  FWaterInfoTexturePassMeshProcessor
 
class  FWaterInfoTextureDepthPassMeshProcessor
 
struct  FWaterInfoTextureDraws
 

Enumerations

enum class  EWaterInfoTextureMeshPass : int32 { TerrainDepth , DilatedWaterBodyDepth , WaterBody , Num }
 

Functions

 DECLARE_GPU_DRAWCALL_STAT (WaterInfoTexture)
 
 IMPLEMENT_GLOBAL_SHADER (FWaterInfoTextureMergePS, "/Engine/Private/WaterInfoTextureMerge.usf", "Main", SF_Pixel)
 
 IMPLEMENT_GLOBAL_SHADER (FWaterInfoTextureBlurPS, "/Engine/Private/WaterInfoTextureBlur.usf", "Main", SF_Pixel)
 
FMeshPassProcessorCreateWaterInfoTexturePassMeshProcessor (ERHIFeatureLevel::Type FeatureLevel, const FScene *Scene, const FSceneView *InViewIfDynamicMeshCommand, FMeshPassDrawListContext *InDrawListContext)
 
FMeshPassProcessorCreateWaterInfoTexturePassMeshProcessorMobile (ERHIFeatureLevel::Type FeatureLevel, const FScene *Scene, const FSceneView *InViewIfDynamicMeshCommand, FMeshPassDrawListContext *InDrawListContext)
 
 REGISTER_MESHPASSPROCESSOR_AND_PSOCOLLECTOR (WaterInfoTexturePass, CreateWaterInfoTexturePassMeshProcessor, EShadingPath::Deferred, EMeshPass::WaterInfoTexturePass, EMeshPassFlags::CachedMeshCommands)
 
 REGISTER_MESHPASSPROCESSOR_AND_PSOCOLLECTOR (MobileWaterInfoTexturePass, CreateWaterInfoTexturePassMeshProcessorMobile, EShadingPath::Mobile, EMeshPass::WaterInfoTexturePass, EMeshPassFlags::CachedMeshCommands)
 
FMeshPassProcessorCreateWaterInfoTextureDepthPassMeshProcessor (ERHIFeatureLevel::Type FeatureLevel, const FScene *Scene, const FSceneView *InViewIfDynamicMeshCommand, FMeshPassDrawListContext *InDrawListContext)
 
 REGISTER_MESHPASSPROCESSOR_AND_PSOCOLLECTOR (WaterInfoTextureDepthPass, CreateWaterInfoTextureDepthPassMeshProcessor, EShadingPath::Deferred, EMeshPass::WaterInfoTextureDepthPass, EMeshPassFlags::CachedMeshCommands)
 
 REGISTER_MESHPASSPROCESSOR_AND_PSOCOLLECTOR (MobileWaterInfoTextureDepthPass, CreateWaterInfoTextureDepthPassMeshProcessor, EShadingPath::Mobile, EMeshPass::WaterInfoTextureDepthPass, EMeshPassFlags::CachedMeshCommands)
 
void RenderWaterInfoTexture (FRDGBuilder &GraphBuilder, FSceneRenderer &SceneRenderer, const FScene *Scene)
 

Enumeration Type Documentation

◆ EWaterInfoTextureMeshPass

Enumerator
TerrainDepth 
DilatedWaterBodyDepth 
WaterBody 
Num 

Function Documentation

◆ CreateWaterInfoTextureDepthPassMeshProcessor()

FMeshPassProcessor * CreateWaterInfoTextureDepthPassMeshProcessor ( ERHIFeatureLevel::Type  FeatureLevel,
const FScene Scene,
const FSceneView InViewIfDynamicMeshCommand,
FMeshPassDrawListContext InDrawListContext 
)

◆ CreateWaterInfoTexturePassMeshProcessor()

FMeshPassProcessor * CreateWaterInfoTexturePassMeshProcessor ( ERHIFeatureLevel::Type  FeatureLevel,
const FScene Scene,
const FSceneView InViewIfDynamicMeshCommand,
FMeshPassDrawListContext InDrawListContext 
)

◆ CreateWaterInfoTexturePassMeshProcessorMobile()

FMeshPassProcessor * CreateWaterInfoTexturePassMeshProcessorMobile ( ERHIFeatureLevel::Type  FeatureLevel,
const FScene Scene,
const FSceneView InViewIfDynamicMeshCommand,
FMeshPassDrawListContext InDrawListContext 
)

◆ DECLARE_GPU_DRAWCALL_STAT()

DECLARE_GPU_DRAWCALL_STAT ( WaterInfoTexture  )

◆ IMPLEMENT_GLOBAL_SHADER() [1/2]

IMPLEMENT_GLOBAL_SHADER ( FWaterInfoTextureBlurPS  ,
"/Engine/Private/WaterInfoTextureBlur.usf"  ,
"Main"  ,
SF_Pixel   
)

◆ IMPLEMENT_GLOBAL_SHADER() [2/2]

IMPLEMENT_GLOBAL_SHADER ( FWaterInfoTextureMergePS  ,
"/Engine/Private/WaterInfoTextureMerge.usf"  ,
"Main"  ,
SF_Pixel   
)

◆ REGISTER_MESHPASSPROCESSOR_AND_PSOCOLLECTOR() [1/4]

◆ REGISTER_MESHPASSPROCESSOR_AND_PSOCOLLECTOR() [2/4]

◆ REGISTER_MESHPASSPROCESSOR_AND_PSOCOLLECTOR() [3/4]

REGISTER_MESHPASSPROCESSOR_AND_PSOCOLLECTOR ( WaterInfoTextureDepthPass  ,
CreateWaterInfoTextureDepthPassMeshProcessor  ,
EShadingPath::Deferred  ,
EMeshPass::WaterInfoTextureDepthPass  ,
EMeshPassFlags::CachedMeshCommands   
)

◆ REGISTER_MESHPASSPROCESSOR_AND_PSOCOLLECTOR() [4/4]

REGISTER_MESHPASSPROCESSOR_AND_PSOCOLLECTOR ( WaterInfoTexturePass  ,
CreateWaterInfoTexturePassMeshProcessor  ,
EShadingPath::Deferred  ,
EMeshPass::WaterInfoTexturePass  ,
EMeshPassFlags::CachedMeshCommands   
)

◆ RenderWaterInfoTexture()

void RenderWaterInfoTexture ( FRDGBuilder GraphBuilder,
FSceneRenderer SceneRenderer,
const FScene Scene 
)