UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FDeferredShadingSceneRenderer Member List

This is the complete list of members for FDeferredShadingSceneRenderer, including all inherited members.

AddViewDependentWholeSceneShadowsForView(TArray< FProjectedShadowInfo *, SceneRenderingAllocator > &ShadowInfos, TArray< FProjectedShadowInfo *, SceneRenderingAllocator > &ShadowInfosThatNeedCulling, FVisibleLightInfo &VisibleLightInfo, FLightSceneInfo &LightSceneInfo, int64 CachedShadowMapsSize, uint32 &NumCSMCachesUpdatedThisFrame)FSceneRendererprotected
AllocateAtlasedShadowDepthTargets(FRHICommandListBase &RHICmdList, TConstArrayView< FProjectedShadowInfo * > Shadows, TArray< FSortedShadowMapAtlas, SceneRenderingAllocator > &OutAtlases)FSceneRendererprotected
AllocateCachedShadowDepthTargets(FRHICommandListBase &RHICmdList, TConstArrayView< FProjectedShadowInfo * > CachedShadows)FSceneRendererprotected
AllocateCSMDepthTargets(FRHICommandListBase &RHICmdList, TConstArrayView< FProjectedShadowInfo * > WholeSceneDirectionalShadows, TArray< FSortedShadowMapAtlas, SceneRenderingAllocator > &OutAtlases)FSceneRendererprotected
AllocateMobileCSMAndSpotLightShadowDepthTargets(FRHICommandListBase &RHICmdList, TConstArrayView< FProjectedShadowInfo * > MobileCSMAndSpotLightShadows)FSceneRendererprotected
AllocateOnePassPointLightDepthTargets(FRHICommandListBase &RHICmdList, TConstArrayView< FProjectedShadowInfo * > WholeScenePointShadows)FSceneRendererprotected
AllocateShadowDepthTargets(FDynamicShadowsTaskData &TaskData)FSceneRendererprotected
AllocateTranslucentShadowDepthTargets(FRHICommandListBase &RHICmdList, TConstArrayView< FProjectedShadowInfo * > TranslucentShadows)FSceneRendererprotected
AllocatorFSceneRenderer
AllowSimpleLights() constFSceneRenderervirtual
AllViewsFSceneRenderer
ApplyResolutionFraction(const FSceneViewFamily &ViewFamily, const FIntPoint &UnscaledViewSize, float ResolutionFraction)FSceneRendererstatic
bDumpMeshDrawCommandInstancingStatsFSceneRendererprotected
BeginAsyncDistanceFieldShadowProjections(FRDGBuilder &GraphBuilder, const FMinimalSceneTextures &SceneTextures, const FDynamicShadowsTaskData *TaskData) constFSceneRendererprotected
BeginGatherShadowPrimitives(FDynamicShadowsTaskData *TaskData, IVisibilityTaskData *VisibilityTaskData)FSceneRendererprotected
FSceneRenderer::BeginInitDynamicShadows(FRDGBuilder &GraphBuilder, bool bRunningEarly, IVisibilityTaskData *VisibilityTaskData, FInstanceCullingManager &InstanceCullingManager)FSceneRendererprotected
bGPUMasksComputedFSceneRenderer
bHasRequestedToggleFreezeFSceneRenderer
bUsedPrecomputedVisibilityFSceneRenderer
CheckForLightFunction(const FLightSceneInfo *LightSceneInfo) constFSceneRendererprotected
CheckForProjectedShadows(const FLightSceneInfo *LightSceneInfo) constFSceneRendererprotected
CheckShadowDepthRenderCompleted() constFSceneRendererinlineprotected
ClearView(FRHICommandListImmediate &RHICmdList)FDeferredShadingSceneRenderer
CommitFinalPipelineState()FDeferredShadingSceneRenderer
CommitIndirectLightingState()FDeferredShadingSceneRenderer
ComputeLightGrid(FRDGBuilder &GraphBuilder, bool bCullLightsToGrid, const FSortedLightSetSceneInfo &SortedLightSet, TArray< FForwardLightUniformParameters *, TInlineAllocator< 2 > > &PerViewForwardLightUniformParameters)FSceneRendererprotected
ComputeVolumetricFog(FRDGBuilder &GraphBuilder, const FSceneTextures &SceneTextures)FSceneRenderer
CreateDynamicShadows(FDynamicShadowsTaskData &TaskData)FSceneRendererprotected
FSceneRenderer::CreatePerObjectProjectedShadow(FDynamicShadowsTaskData &TaskData, FLightPrimitiveInteraction *Interaction, bool bCreateTranslucentObjectShadow, bool bCreateInsetObjectShadow, const TArray< FProjectedShadowInfo *, SceneRenderingAllocator > &ViewDependentWholeSceneShadows, TArray< FProjectedShadowInfo *, SceneRenderingAllocator > &OutPreShadows)FSceneRendererprotected
CreateSplitScreenDebugViewFamilies(const FSceneViewFamily &InFamily, TArray< const FSceneViewFamily * > &OutViewFamilies, TArray< const FSceneViewFamily *, TFixedAllocator< 2 > > &OutFamiliesStorage)FSceneRendererprotectedstatic
CreateWholeSceneProjectedShadow(FDynamicShadowsTaskData &TaskData, FLightSceneInfo *LightSceneInfo, int64 CachedShadowMapsSize, uint32 &NumPointShadowCachesUpdatedThisFrame, uint32 &NumSpotShadowCachesUpdatedThisFrame)FSceneRendererprotected
CustomRenderPassInfosFSceneRenderer
DebugLightGrid(FRDGBuilder &GraphBuilder, FSceneTextures &SceneTextures, bool bNeedLightGrid)FDeferredShadingSceneRenderer
DECLARE_MULTICAST_DELEGATE_OneParam(FSceneOnScreenMessagesDelegate, FScreenMessageWriter &)FSceneRenderer
DepthPassFSceneRenderer
DestroySplitScreenDebugViewFamilies(TConstArrayView< const FSceneViewFamily * > ViewFamilies)FSceneRendererprotectedstatic
DispatchedShadowDepthPassesFSceneRenderer
DispatchedShadowDepthPassesMutexFSceneRenderer
DoCrossGPUTransfers(FRDGBuilder &GraphBuilder, FRDGTextureRef ViewFamilyTexture, TArrayView< FViewInfo > InViews, bool bCrossGPUTransferFencesDefer, FRHIGPUMask RenderTargetGPUMask, class FCrossGPUTransfersDeferred *TransfersDeferred)FSceneRenderer
DoOcclusionQueries() constFSceneRenderer
DrawDebugShadowFrustum(FViewInfo &View, FProjectedShadowInfo &ProjectedShadowInfo)FSceneRendererprotected
DynamicReadBufferForInitViewsFSceneRendererstatic
DynamicReadBufferForRayTracingFSceneRendererstatic
DynamicReadBufferForShadowsFSceneRendererstatic
DynamicResolutionFractionsFSceneRenderer
DynamicResolutionUpperBoundsFSceneRenderer
EnumerateLinkedViewFamilies(LambdaType &&Lambda, const FSceneViewFamily *ViewFamilyToSkip=nullptr)FSceneRendererinline
EnumerateLinkedViews(LambdaType &&Lambda, const FSceneView *ViewToSkip=nullptr)FSceneRendererinline
ERendererOutput enum nameFSceneRendererprotected
FamilySizeFSceneRendererprotected
FDeferredShadingSceneRenderer(const FSceneViewFamily *InViewFamily, FHitProxyConsumer *HitProxyConsumer)FDeferredShadingSceneRenderer
FeatureLevelFSceneRenderer
FenceOcclusionTests(FRDGBuilder &GraphBuilder)FSceneRenderer
FilterDynamicShadows(FDynamicShadowsTaskData &TaskData)FSceneRendererprotected
FinishDynamicShadowMeshPassSetup(FRDGBuilder &GraphBuilder, FDynamicShadowsTaskData *TaskData)FSceneRendererprotected
FinishGatherShadowPrimitives(FDynamicShadowsTaskData *TaskData)FSceneRendererprotected
FSceneRenderer::FinishInitDynamicShadows(FRDGBuilder &GraphBuilder, FDynamicShadowsTaskData *TaskData)FSceneRendererprotected
FlushCrossGPUFences(FRDGBuilder &GraphBuilder)FSceneRenderer
FlushCrossGPUTransfers(FRDGBuilder &GraphBuilder)FSceneRenderer
ForkScreenPercentageInterface(const ISceneViewFamilyScreenPercentage *ScreenPercentageInterface, FSceneViewFamily &ForkedViewFamily)FSceneRendererinlinestatic
FSceneRenderer(const FSceneViewFamily *InViewFamily, FHitProxyConsumer *HitProxyConsumer)FSceneRenderer
FSceneRendererBase()FSceneRendererBaseinline
FSceneRendererBase(FScene &InScene)FSceneRendererBaseinline
FXSystemFSceneRendererprotected
GatherAndSortLights(FSortedLightSetSceneInfo &OutSortedLights, bool bShadowedLightsInClustered=false)FSceneRendererprotected
GatherReflectionCaptureLightMeshElements()FSceneRendererprotected
GatherShadowDynamicMeshElements(FDynamicShadowsTaskData &TaskData)FSceneRendererprotected
GatherSimpleLights(const FSceneViewFamily &ViewFamily, const TArray< FViewInfo > &Views, FSimpleLightArray &SimpleLights)FSceneRendererprotectedstatic
GetActiveInstance(FRDGBuilder &GraphBuilder)FSceneRendererBasestatic
GetActiveSceneTextures()FSceneRendererinline
GetActiveSceneTextures() constFSceneRendererinline
GetActiveSceneTexturesConfig()FSceneRendererinline
GetActiveSceneTexturesConfig() constFSceneRendererinline
GetCachedPreshadow(const FLightPrimitiveInteraction *InParentInteraction, const FProjectedShadowInitializer &Initializer, const FBoxSphereBounds &Bounds, uint32 InResolutionX)FSceneRendererprotected
GetDesiredInternalBufferSize(const FSceneViewFamily &ViewFamily)FSceneRendererstatic
GetGPUSceneDynamicContext()FSceneRendererinline
GetLightNameForDrawEvent(const FLightSceneProxy *LightProxy, FString &LightNameWithLevel)FSceneRendererstatic
GetRefractionQuality(const FSceneViewFamily &ViewFamily)FSceneRendererstatic
GetRendererOutput() constFSceneRendererprotected
GetScene() final overrideFSceneRendererBaseinlinevirtual
GetSceneExtensionsRenderers()FSceneRendererBaseinline
GetSceneExtensionsRenderers() constFSceneRendererBaseinline
GetSceneUniformBufferRef(FRDGBuilder &GraphBuilder) override finalFSceneRendererBaseinlinevirtual
GetSceneUniforms() const final overrideFSceneRendererBaseinlinevirtual
GetSceneUniforms() final overrideFSceneRendererBaseinlinevirtual
GetSceneViews() constFSceneRendererinline
GetShadowInvalidatingInstancesInterface(const FSceneView *SceneView) overrideFSceneRenderervirtual
GetViewFamily() overrideFSceneRendererinlinevirtual
GPUSceneDynamicContextFSceneRendererprotected
HeadFSceneRenderer
InitDynamicShadows(FRDGBuilder &GraphBuilder, FInstanceCullingManager &InstanceCullingManager)FSceneRendererprotected
InitFogConstants()FSceneRendererprotected
InitProjectedShadowVisibility(FDynamicShadowsTaskData &TaskData)FSceneRendererprotected
InitSceneExtensionsRenderers(const FEngineShowFlags &EngineShowFlags, bool bValidateCallbacks=false)FSceneRendererBaseinline
InitSkyAtmosphereForViews(FRHICommandListImmediate &RHICmdList, FRDGBuilder &GraphBuilder)FSceneRendererprotected
InitVolumetricCloudsForViews(FRDGBuilder &GraphBuilder, bool bShouldRenderVolumetricCloud, FInstanceCullingManager &InstanceCullingManager)FSceneRendererprotected
IsHeadLink() constFSceneRendererinline
IsRenderingStereo() constFSceneRendererinline
LightFunctionAtlasFSceneRenderer
LinkFSceneRenderer
LumenCardRendererFDeferredShadingSceneRenderer
NextFSceneRenderer
OcclusionSubmittedFenceFSceneRendererstatic
OcclusionTestBoundShaderStateFSceneRendererstatic
OnGetOnScreenMessagesFSceneRenderer
OnRenderBegin(FRDGBuilder &GraphBuilder, const FSceneRenderUpdateInputs *SceneUpdateInputs)FSceneRendererprotected
OnRenderFinish(FRDGBuilder &GraphBuilder, FRDGTextureRef ViewFamilyTexture)FSceneRendererprotected
PostVisibilityFrameSetup(FILCUpdatePrimTaskData *&OutILCTaskData)FSceneRendererprotected
PreallocateCrossGPUFences(TConstArrayView< FSceneRenderer * > SceneRenderers)FSceneRendererstatic
PrepareForwardLightData(FRDGBuilder &GraphBuilder, bool bCullLightsToGrid, const FSortedLightSetSceneInfo &SortedLightSet)FSceneRendererprotected
PrepareViewRectsForRendering()FSceneRenderer
QuantizeViewRectMin(const FIntPoint &ViewRectMin)FSceneRendererstatic
Render(FRDGBuilder &GraphBuilder, const FSceneRenderUpdateInputs *SceneUpdateInputs) overrideFDeferredShadingSceneRenderervirtual
RenderAnisotropyPass(FRDGBuilder &GraphBuilder, TArrayView< FViewInfo > InViews, FSceneTextures &SceneTextures, const FScene *Scene, bool bDoParallelPass)FDeferredShadingSceneRendererstatic
RenderBasePass(FDeferredShadingSceneRenderer &Renderer, FRDGBuilder &GraphBuilder, TArrayView< FViewInfo > InViews, FSceneTextures &SceneTextures, const FDBufferTextures &DBufferTextures, FExclusiveDepthStencil::Type BasePassDepthStencilAccess, FRDGTextureRef ForwardShadowMaskTexture, FInstanceCullingManager &InstanceCullingManager, bool bNaniteEnabled, struct FNaniteShadingCommands &NaniteBasePassShadingCommands, const TArrayView< Nanite::FRasterResults > &NaniteRasterResults)FDeferredShadingSceneRendererstatic
RenderBasePassInternal(FDeferredShadingSceneRenderer &Renderer, FRDGBuilder &GraphBuilder, TArrayView< FViewInfo > InViews, const FSceneTextures &SceneTextures, const FRenderTargetBindingSlots &BasePassRenderTargets, FExclusiveDepthStencil::Type BasePassDepthStencilAccess, const FForwardBasePassTextures &ForwardBasePassTextures, const FDBufferTextures &DBufferTextures, bool bParallelBasePass, bool bRenderLightmapDensity, FInstanceCullingManager &InstanceCullingManager, bool bNaniteEnabled, struct FNaniteShadingCommands &NaniteBasePassShadingCommands, const TArrayView< Nanite::FRasterResults > &NaniteRasterResults)FDeferredShadingSceneRendererstatic
RenderCapsuleDirectShadows(FRDGBuilder &GraphBuilder, const FLightSceneInfo &LightSceneInfo, FRDGTextureRef ScreenShadowMaskTexture, TArrayView< const FProjectedShadowInfo *const > CapsuleShadows, bool bProjectingForForwardShading) constFSceneRendererprotected
RenderCapsuleShadowsForMovableSkylight(FRDGBuilder &GraphBuilder, const FViewInfo &View, FRDGTextureRef &BentNormalOutput) constFSceneRenderer
RenderCustomDepthPass(FRDGBuilder &GraphBuilder, FCustomDepthTextures &CustomDepthTextures, const FSceneTextureShaderParameters &SceneTextures, TConstArrayView< Nanite::FRasterResults > PrimaryNaniteRasterResults, TConstArrayView< Nanite::FPackedView > PrimaryNaniteViews)FSceneRendererprotected
RenderDistanceFieldAOScreenGrid(FRDGBuilder &GraphBuilder, const FSceneTextures &SceneTextures, const FViewInfo &View, const FDistanceFieldCulledObjectBufferParameters &CulledObjectBufferParameters, FRDGBufferRef ObjectTilesIndirectArguments, const FTileIntersectionParameters &TileIntersectionParameters, const FDistanceFieldAOParameters &Parameters, FRDGTextureRef DistanceFieldNormal, FRDGTextureRef &OutDynamicBentNormalAO)FSceneRenderer
RenderDistanceFieldLighting(FRDGBuilder &GraphBuilder, const FSceneTextures &SceneTextures, const class FDistanceFieldAOParameters &Parameters, TArray< FRDGTextureRef > &OutDynamicBentNormalAOTextures, bool bModulateToSceneColor, bool bVisualizeAmbientOcclusion, bool bModulateToScreenSpaceAO=false)FSceneRenderer
RenderHitProxies(FRDGBuilder &GraphBuilder, const FSceneRenderUpdateInputs *SceneUpdateInputs) overrideFDeferredShadingSceneRenderervirtual
RenderHzb(FRDGBuilder &GraphBuilder, FRDGTextureRef SceneDepthTexture, const FBuildHZBAsyncComputeParams *AsyncComputeParams, Froxel::FRenderer &FroxelRenderer)FDeferredShadingSceneRenderer
RenderLightFunctionForVolumetricFog(FRDGBuilder &GraphBuilder, FViewInfo &View, const FSceneTextures &SceneTextures, FIntVector VolumetricFogGridSize, float VolumetricFogMaxDistance, FLightSceneInfo *DirectionalLightSceneInfo, FMatrix44f &OutLightFunctionTranslatedWorldToShadow, FRDGTexture *&OutLightFunctionTexture)FSceneRenderer
RenderLocalLightsForVolumetricFog(FRDGBuilder &GraphBuilder, FViewInfo &View, int32 ViewIndex, bool bUseTemporalReprojection, const struct FVolumetricFogIntegrationParameterData &IntegrationData, const FExponentialHeightFogSceneInfo &FogInfo, FIntVector VolumetricFogGridSize, FVector GridZParams, const FRDGTextureDesc &VolumeDesc, FRDGTextureRef ConservativeDepthTexture, TConstArrayView< const FLightSceneInfo * > LightsToInject, TConstArrayView< const FLightSceneInfo * > RayTracedLightsToInject, FRDGTexture *&OutLocalShadowedLightScattering)FSceneRenderer
RenderMeshDistanceFieldVisualization(FRDGBuilder &GraphBuilder, const FMinimalSceneTextures &SceneTextures)FSceneRendererprotected
RenderOcclusion(FRDGBuilder &GraphBuilder, const FSceneTextures &SceneTextures, bool bIsOcclusionTesting, const FBuildHZBAsyncComputeParams *BuildHZBAsyncComputeParams, Froxel::FRenderer &FroxelRenderer)FDeferredShadingSceneRenderer
RenderPlanarReflection(class FPlanarReflectionSceneProxy *ReflectionSceneProxy)FSceneRendererprotected
RenderPrePassView(FRHICommandList &RHICmdList, const FViewInfo &View)FDeferredShadingSceneRenderer
RenderPrePassViewParallel(const FViewInfo &View, FRHICommandListImmediate &ParentCmdList, TFunctionRef< void()> AfterTasksAreStarted, bool bDoPrePre)FDeferredShadingSceneRenderer
RenderShadowDepthMapAtlases(FRDGBuilder &GraphBuilder)FSceneRendererprotected
RenderShadowDepthMaps(FRDGBuilder &GraphBuilder, FDynamicShadowsTaskData *DynamicShadowsTaskData, FInstanceCullingManager &InstanceCullingManager, FRDGExternalAccessQueue &ExternalAccessQueue)FSceneRendererprotected
RenderShadowProjections(FRDGBuilder &GraphBuilder, FRDGTextureRef OutputTexture, const FMinimalSceneTextures &SceneTextures, const FLightSceneProxy *LightSceneProxy, TArrayView< const FProjectedShadowInfo *const > Shadows, bool bSubPixelShadow, bool bProjectingForForwardShading)FSceneRendererprotected
RenderShadowProjections(FRDGBuilder &GraphBuilder, const FMinimalSceneTextures &SceneTextures, FRDGTextureRef ScreenShadowMaskTexture, FRDGTextureRef ScreenShadowMaskSubPixelTexture, const FLightSceneInfo *LightSceneInfo, bool bProjectingForForwardShading)FSceneRendererprotected
RenderSingleLayerWater(FRDGBuilder &GraphBuilder, TArrayView< FViewInfo > InViews, const FSceneTextures &SceneTextures, const FSingleLayerWaterPrePassResult *SingleLayerWaterPrePassResult, bool bShouldRenderVolumetricCloud, FSceneWithoutWaterTextures &SceneWithoutWaterTextures, FLumenSceneFrameTemporaries &LumenFrameTemporaries, bool bIsCameraUnderWater)FDeferredShadingSceneRenderer
RenderSingleLayerWaterDepthPrepass(FRDGBuilder &GraphBuilder, TArrayView< FViewInfo > InViews, const FSceneTextures &SceneTextures, ESingleLayerWaterPrepassLocation Location, TConstArrayView< Nanite::FRasterResults > NaniteRasterResults)FDeferredShadingSceneRenderer
RenderSingleLayerWaterInner(FRDGBuilder &GraphBuilder, TArrayView< FViewInfo > InViews, const FSceneTextures &SceneTextures, const FSceneWithoutWaterTextures &SceneWithoutWaterTextures, const FSingleLayerWaterPrePassResult *SingleLayerWaterPrePassResult)FDeferredShadingSceneRenderer
RenderSingleLayerWaterReflections(FRDGBuilder &GraphBuilder, TArrayView< FViewInfo > InViews, const FSceneTextures &SceneTextures, const FSceneWithoutWaterTextures &SceneWithoutWaterTextures, const FSingleLayerWaterPrePassResult *SingleLayerWaterPrePassResult, FLumenSceneFrameTemporaries &LumenFrameTemporaries)FDeferredShadingSceneRenderer
RenderSkyAtmosphere(FRDGBuilder &GraphBuilder, const FMinimalSceneTextures &SceneTextures)FSceneRendererprotected
RenderSkyAtmosphereEditorNotifications(FRDGBuilder &GraphBuilder, TArrayView< FViewInfo > InViews, FRDGTextureRef SceneColorTexture) constFSceneRendererprotected
RenderSkyAtmosphereInternal(FRDGBuilder &GraphBuilder, const FSceneTextureShaderParameters &SceneTextures, FSkyAtmosphereRenderContext &SkyRenderContext)FSceneRenderer
RenderSkyAtmosphereLookUpTables(FRDGBuilder &GraphBuilder, class FSkyAtmospherePendingRDGResources &PendingRDGResources)FSceneRendererprotected
RenderTargetGPUMaskFSceneRenderer
RenderVelocities(FRDGBuilder &GraphBuilder, TArrayView< FViewInfo > InViews, const FSceneTextures &SceneTextures, EVelocityPass VelocityPass, bool bForceVelocity, bool bBindRenderTarget=true)FSceneRendererprotected
RenderVisualizeTexturePool(FRHICommandListImmediate &RHICmdList)FDeferredShadingSceneRenderer
RenderVolumetricCloud(FRDGBuilder &GraphBuilder, const FMinimalSceneTextures &SceneTextures, bool bSkipVolumetricRenderTarget, bool bSkipPerPixelTracing, FRDGTextureRef HalfResolutionDepthCheckerboardMinMaxTexture, FRDGTextureRef QuarterResolutionDepthMinMaxTexture, bool bAsyncCompute, FInstanceCullingManager &InstanceCullingManager)FSceneRendererprotected
RenderVolumetricCloudsInternal(FRDGBuilder &GraphBuilder, FCloudRenderContext &CloudRC, FInstanceCullingManager &InstanceCullingManager, const FIntPoint &CloudViewportSize)FSceneRenderer
SceneFSceneRendererBase
SetActiveInstance(FRDGBuilder &GraphBuilder, FSceneRendererBase *SceneRenderer)FSceneRendererBasestatic
SetStereoViewport(FRHICommandList &RHICmdList, const FViewInfo &View, float ViewportScale=1.0f)FSceneRendererstatic
SetupInteractionShadows(FDynamicShadowsTaskData &TaskData, FLightPrimitiveInteraction *Interaction, FVisibleLightInfo &VisibleLightInfo, bool bStaticSceneOnly, const TArray< FProjectedShadowInfo *, SceneRenderingAllocator > &ViewDependentWholeSceneShadows, TArray< FProjectedShadowInfo *, SceneRenderingAllocator > &PreShadows)FSceneRendererprotected
SetupMeshPass(FViewInfo &View, FExclusiveDepthStencil::Type BasePassDepthStencilAccess, FViewCommands &ViewCommands, FInstanceCullingManager &InstanceCullingManager)FSceneRendererprotected
SetupSceneReflectionCaptureBuffer(FRHICommandListImmediate &RHICmdList)FSceneRendererprotected
SetupVolumetricFog()FSceneRenderer
ShaderPlatformFSceneRenderer
ShouldCompositeEditorPrimitives(const FViewInfo &View)FSceneRendererstatic
ShouldDumpMeshDrawCommandInstancingStats() constFSceneRendererinline
ShouldRenderNanite() const overrideFDeferredShadingSceneRenderervirtual
ShouldRenderPrePass() const overrideFDeferredShadingSceneRenderervirtual
ShouldRenderSkyAtmosphereEditorNotifications(TArrayView< FViewInfo > Views)FSceneRendererprotectedstatic
ShouldRenderTranslucency() constFSceneRendererprotected
ShouldRenderTranslucency(ETranslucencyPass::Type TranslucencyPass, TArrayView< FViewInfo > InViews)FSceneRendererprotectedstatic
ShouldRenderVelocities() const overrideFDeferredShadingSceneRenderervirtual
ShouldRenderVolumetricFog() constFSceneRenderer
SortedShadowsForShadowDepthPassFSceneRenderer
UpdateLightFunctionAtlasTaskFunction()FSceneRendererprotected
UpdatePreshadowCache()FSceneRendererprotected
UpdatePrimitiveIndirectLightingCacheBuffers(FRHICommandListBase &RHICmdList)FSceneRendererprotected
UsedWholeScenePointLightNamesFSceneRenderer
ViewFamilyFSceneRenderer
ViewsFSceneRendererBase
VirtualShadowMapArrayFSceneRenderer
VisibleLightInfosFSceneRenderer
VoxelizeFogVolumePrimitives(FRDGBuilder &GraphBuilder, const FViewInfo &View, const FVolumetricFogIntegrationParameterData &IntegrationData, FIntVector VolumetricFogGridSize, FVector GridZParams, float VolumetricFogDistance, bool bVoxelizeEmissive)FSceneRenderer
WaitOcclusionTests(FRHICommandListImmediate &RHICmdList)FSceneRenderer
~FSceneRenderer()FSceneRenderervirtual
~ISceneRenderer()=defaultISceneRenderervirtual