UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FDirectionalLightSceneProxy Class Reference
+ Inheritance diagram for FDirectionalLightSceneProxy:

Public Member Functions

 FDirectionalLightSceneProxy (const UDirectionalLightComponent *Component)
 
void SetAtmosphereSunDiskColorScale (FLinearColor NewValue)
 
virtual void GetLightShaderParameters (FLightRenderParameters &LightParameters, uint32 Flags=0) const override
 
virtual float GetLightSourceAngle () const override
 
virtual float GetShadowSourceAngleFactor () const override
 
virtual float GetTraceDistance () const override
 
virtual bool GetLightShaftOcclusionParameters (float &OutOcclusionMaskDarkness, float &OutOcclusionDepthRange) const override
 
virtual FVector GetLightPositionForLightShafts (FVector ViewOrigin) const override
 
virtual bool ShouldCreatePerObjectShadowsForDynamicObjects () const override
 
virtual bool UseCSMForDynamicObjects () const override
 
virtual uint32 GetNumViewDependentWholeSceneShadows (const FSceneView &View, bool bPrecomputedLightingIsValid) const override
 
virtual bool GetViewDependentWholeSceneProjectedShadowInitializer (const FSceneView &View, int32 InCascadeIndex, bool bPrecomputedLightingIsValid, FWholeSceneProjectedShadowInitializer &OutInitializer) const override
 
virtual FVector2D GetDirectionalLightDistanceFadeParameters (ERHIFeatureLevel::Type InFeatureLevel, bool bPrecomputedLightingIsValid, int32 MaxNearCascades) const override
 
virtual int32 GetDirectionalLightForwardShadingPriority () const override
 
virtual bool GetPerObjectProjectedShadowInitializer (const FBoxSphereBounds &SubjectBounds, FPerObjectProjectedShadowInitializer &OutInitializer) const override
 
virtual bool ShouldCreateRayTracedCascade (ERHIFeatureLevel::Type InFeatureLevel, bool bPrecomputedLightingIsValid, int32 MaxNearCascades) const override
 
virtual void SetAtmosphereRelatedProperties (FLinearColor TransmittanceTowardSunIn, FLinearColor SunDiscOuterSpaceLuminanceIn) override
 
virtual FLinearColor GetOuterSpaceLuminance () const override
 
virtual FLinearColor GetOuterSpaceIlluminance () const override
 
virtual FLinearColor GetAtmosphereTransmittanceTowardSun () const override
 
virtual FLinearColor GetSunIlluminanceOnGroundPostTransmittance () const override
 
virtual bool GetPerPixelTransmittanceEnabled () const override
 
virtual FLinearColor GetSunIlluminanceAccountingForSkyAtmospherePerPixelTransmittance () const override
 
virtual float GetSunLightHalfApexAngleRadian () const override
 
virtual bool GetCastShadowsOnClouds () const override
 
virtual bool GetCastShadowsOnAtmosphere () const override
 
virtual bool GetCastCloudShadows () const override
 
virtual float GetCloudShadowExtent () const override
 
virtual float GetCloudShadowMapResolutionScale () const override
 
virtual float GetCloudShadowRaySampleCountScale () const override
 
virtual float GetCloudShadowStrength () const override
 
virtual float GetCloudShadowOnAtmosphereStrength () const override
 
virtual float GetCloudShadowDepthBias () const override
 
virtual float GetCloudShadowOnSurfaceStrength () const override
 
virtual FLinearColor GetCloudScatteredLuminanceScale () const override
 
virtual bool GetUsePerPixelAtmosphereTransmittance () const override
 
- Public Member Functions inherited from FLightSceneProxy
ENGINE_API FLightSceneProxy (const ULightComponent *InLightComponent)
 
virtual ENGINE_API ~FLightSceneProxy ()
 
virtual bool AffectsBounds (const FBoxSphereBounds &Bounds) const
 
ENGINE_API void SetLightFunctionMaterial_GameThread (const ULightComponent *Component)
 
ENGINE_API void SetTransmission_GameThread (const ULightComponent *Component)
 
virtual ENGINE_API FSphere GetBoundingSphere () const
 
virtual float GetRadius () const
 
virtual float GetOuterConeAngle () const
 
virtual float GetSourceRadius () const
 
virtual bool IsInverseSquared () const
 
virtual bool IsRectLight () const
 
virtual bool IsLocalLight () const
 
virtual bool HasSourceTexture () const
 
virtual float GetEffectiveScreenRadius (const FViewMatrices &ShadowViewMatrices, const FIntPoint &CameraViewRectSize) const
 
 UE_DEPRECATED (5.1, "The GetEffectiveScreenRadius() that uses the screen-percentage scaled view rect (above) is used now.") virtual float GetEffectiveScreenRadius(const FViewMatrices &ShadowViewMatrices) const
 
virtual bool GetWholeSceneProjectedShadowInitializer (const FSceneViewFamily &ViewFamily, TArray< FWholeSceneProjectedShadowInitializer, TInlineAllocator< 6 > > &OutInitializers) const
 
float GetVSMTexelDitherScale () const
 
float GetVSMResolutionLodBias () const
 
virtual ENGINE_API bool GetScissorRect (FIntRect &ScissorRect, const FSceneView &View, const FIntRect &ViewRect) const
 
virtual bool SetScissorRect (FRHICommandList &RHICmdList, const FSceneView &View, const FIntRect &ViewRect, FIntRect *OutScissorRect=nullptr) const
 
float GetUserShadowBias () const
 
float GetUserShadowSlopeBias () const
 
const ULightComponentGetLightComponent () const
 
FSceneInterfaceGetSceneInterface () const
 
FLightSceneInfoGetLightSceneInfo () const
 
const FMatrixGetWorldToLight () const
 
const FMatrixGetLightToWorld () const
 
FVector GetDirection () const
 
FVector GetOrigin () const
 
FVector4 GetPosition () const
 
const FLinearColorGetColor () const
 
float GetIndirectLightingScale () const
 
float GetVolumetricScatteringIntensity () const
 
float GetRayEndBias () const
 
float GetShadowResolutionScale () const
 
FGuid GetLightGuid () const
 
float GetShadowSharpen () const
 
float GetContactShadowLength () const
 
bool IsContactShadowLengthInWS () const
 
float GetContactShadowCastingIntensity () const
 
float GetContactShadowNonCastingIntensity () const
 
float GetSpecularScale () const
 
float GetDiffuseScale () const
 
FVector GetLightFunctionScale () const
 
float GetLightFunctionFadeDistance () const
 
float GetLightFunctionDisabledBrightness () const
 
UTextureLightProfileGetIESTexture () const
 
ENGINE_API FTextureGetIESTextureResource () const
 
const FMaterialRenderProxyGetLightFunctionMaterial () const
 
bool IsMovable () const
 
bool HasStaticLighting () const
 
bool HasStaticShadowing () const
 
bool CastsDynamicShadow () const
 
bool CastsStaticShadow () const
 
bool AllowMegaLights () const
 
TEnumAsByte< EMegaLightsShadowMethod::TypeGetMegaLightsShadowMethod () const
 
bool CastsTranslucentShadows () const
 
bool CastsVolumetricShadow () const
 
bool CastsHairStrandsDeepShadow () const
 
TEnumAsByte< ECastRayTracedShadow::TypeCastsRaytracedShadow () const
 
bool AffectReflection () const
 
bool AffectGlobalIllumination () const
 
bool CastsShadowsFromCinematicObjectsOnly () const
 
bool CastsModulatedShadows () const
 
const FLinearColorGetModulatedShadowColor () const
 
const float GetShadowAmount () const
 
bool AffectsTranslucentLighting () const
 
bool Transmission () const
 
bool UseRayTracedDistanceFieldShadows () const
 
bool UseVirtualShadowMaps () const
 
float GetRayStartOffsetDepthScale () const
 
uint8 GetLightType () const
 
uint8 GetLightingChannelMask () const
 
uint8 GetViewLightingChannelMask () const
 
FName GetComponentFName () const
 
bool IsSelected () const
 
void SetSelected (bool bNewSelected)
 
FString GetOwnerNameOrLabel () const
 
FName GetLevelName () const
 
TStatId GetStatId () const
 
int32 GetShadowMapChannel () const
 
int32 GetPreviewShadowMapChannel () const
 
const class FStaticShadowDepthMapGetStaticShadowDepthMap () const
 
bool GetForceCachedShadowsForMovablePrimitives () const
 
uint32 GetSamplesPerPixel () const
 
float GetDeepShadowLayerDistribution () const
 
virtual ENGINE_API void ApplyWorldOffset (FVector InOffset)
 
virtual float GetMaxDrawDistance () const
 
virtual float GetFadeRange () const
 
bool IsUsedAsAtmosphereSunLight () const
 
uint8 GetAtmosphereSunLightIndex () const
 
FLinearColor GetAtmosphereSunDiskColorScale () const
 
void SetLightFunctionAtlasIndices (uint8 LightIndex)
 
bool HasValidLightFunctionAtlasSlot () const
 
uint8 GetLightFunctionAtlasLightIndex () const
 
- Public Member Functions inherited from FLightSceneProxyFixLayout
virtual ~FLightSceneProxyFixLayout ()=default
 

Public Attributes

float ShadowCascadeBiasDistribution
 
bool bEnableLightShaftOcclusion
 
bool bUseInsetShadowsForMovableObjects
 
float OcclusionMaskDarkness
 
float OcclusionDepthRange
 
FVector LightShaftOverrideDirection
 
bool bPerPixelTransmittanceEnabled
 
FLinearColor SunDiscOuterSpaceLuminance
 
FLinearColor TransmittanceTowardSun
 
float WholeSceneDynamicShadowRadius
 
uint32 DynamicShadowCascades
 
float CascadeDistributionExponent
 
float CascadeTransitionFraction
 
float ShadowDistanceFadeoutFraction
 
float DistanceFieldShadowDistance
 
int32 ForwardShadingPriority
 
float LightSourceAngle
 
float LightSourceSoftAngle
 
float ShadowSourceAngleFactor
 
float TraceDistance
 
uint32 bCastShadowsOnClouds: 1
 
uint32 bCastShadowsOnAtmosphere: 1
 
uint32 bCastCloudShadows: 1
 
float CloudShadowExtent
 
float CloudShadowStrength
 
float CloudShadowOnAtmosphereStrength
 
float CloudShadowOnSurfaceStrength
 
float CloudShadowDepthBias
 
float CloudShadowMapResolutionScale
 
float CloudShadowRaySampleCountScale
 
FLinearColor CloudScatteredLuminanceScale
 
uint32 bPerPixelAtmosphereTransmittance: 1
 

Additional Inherited Members

- Static Public Member Functions inherited from FLightSceneProxy
static float GetSunOnEarthHalfApexAngleRadian ()
 
- Protected Member Functions inherited from FLightSceneProxy
ENGINE_API void SetTransform (const FMatrix &InLightToWorld, const FVector4 &InPosition)
 
ENGINE_API void SetColor (const FLinearColor &InColor)
 
- Protected Attributes inherited from FLightSceneProxy
const ULightComponentLightComponent
 
FSceneInterfaceSceneInterface
 
class FLightSceneInfoLightSceneInfo
 
FVector4 Position
 
FLinearColor Color
 
FMatrix WorldToLight
 
FMatrix LightToWorld
 
float IndirectLightingScale
 
float VolumetricScatteringIntensity
 
float RayEndBias
 
float ShadowResolutionScale
 
float ShadowBias
 
float ShadowSlopeBias
 
float ShadowSharpen
 
float ContactShadowLength
 
float ContactShadowCastingIntensity
 
float ContactShadowNonCastingIntensity
 
float SpecularScale
 
float DiffuseScale
 
FGuid LightGuid
 
int32 ShadowMapChannel
 
int32 PreviewShadowMapChannel
 
float RayStartOffsetDepthScale
 
const class FStaticShadowDepthMapStaticShadowDepthMap
 
FVector LightFunctionScale
 
float LightFunctionFadeDistance
 
float LightFunctionDisabledBrightness
 
const FMaterialRenderProxyLightFunctionMaterial
 
UTextureLightProfileIESTexture
 
uint8 bContactShadowLengthInWS: 1
 
const uint8 bMovable: 1
 
const uint8 bStaticLighting: 1
 
uint8 bStaticShadowing: 1
 
uint8 bCastDynamicShadow: 1
 
const uint8 bCastStaticShadow: 1
 
const uint8 bCastTranslucentShadows: 1
 
uint8 bTransmission: 1
 
const uint8 bCastVolumetricShadow: 1
 
const uint8 bCastHairStrandsDeepShadow: 1
 
const uint8 bCastShadowsFromCinematicObjectsOnly: 1
 
const uint8 bForceCachedShadowsForMovablePrimitives: 1
 
const TEnumAsByte< ECastRayTracedShadow::TypeCastRaytracedShadow
 
const uint8 bAffectReflection: 1
 
const uint8 bAffectGlobalIllumination: 1
 
const uint8 bAffectTranslucentLighting: 1
 
const uint8 bUsedAsAtmosphereSunLight: 1
 
const uint8 bUseRayTracedDistanceFieldShadows: 1
 
uint8 bUseVirtualShadowMaps: 1
 
uint8 bCastModulatedShadows: 1
 
uint8 bUseWholeSceneCSMForMovableObjects: 1
 
uint8 bSelected: 1
 
const uint8 bAllowMegaLights: 1
 
const TEnumAsByte< EMegaLightsShadowMethod::TypeMegaLightsShadowMethod
 
uint8 LightFunctionAtlasLightIndex
 
const uint8 AtmosphereSunLightIndex
 
FLinearColor AtmosphereSunDiskColorScale
 
const uint8 LightType
 
uint8 LightingChannelMask
 
uint8 ViewLightingChannelMask
 
TStatId StatId
 
FName ComponentName
 
FName LevelName
 
float VSMTexelDitherScale
 
float VSMResolutionLodBias
 
float FarShadowDistance
 
uint32 FarShadowCascadeCount
 
FLinearColor ModulatedShadowColor
 
float ShadowAmount
 
uint32 SamplesPerPixel
 
float DeepShadowLayerDistribution
 
uint32 IESAtlasId
 

Detailed Description

The scene info for a directional light.

Constructor & Destructor Documentation

◆ FDirectionalLightSceneProxy()

FDirectionalLightSceneProxy::FDirectionalLightSceneProxy ( const UDirectionalLightComponent Component)
inline

Initialization constructor.

Member Function Documentation

◆ GetAtmosphereTransmittanceTowardSun()

virtual FLinearColor FDirectionalLightSceneProxy::GetAtmosphereTransmittanceTowardSun ( ) const
inlineoverridevirtual

Reimplemented from FLightSceneProxy.

◆ GetCastCloudShadows()

virtual bool FDirectionalLightSceneProxy::GetCastCloudShadows ( ) const
inlineoverridevirtual

Reimplemented from FLightSceneProxy.

◆ GetCastShadowsOnAtmosphere()

virtual bool FDirectionalLightSceneProxy::GetCastShadowsOnAtmosphere ( ) const
inlineoverridevirtual

Reimplemented from FLightSceneProxy.

◆ GetCastShadowsOnClouds()

virtual bool FDirectionalLightSceneProxy::GetCastShadowsOnClouds ( ) const
inlineoverridevirtual

Reimplemented from FLightSceneProxy.

◆ GetCloudScatteredLuminanceScale()

virtual FLinearColor FDirectionalLightSceneProxy::GetCloudScatteredLuminanceScale ( ) const
inlineoverridevirtual

Reimplemented from FLightSceneProxy.

◆ GetCloudShadowDepthBias()

virtual float FDirectionalLightSceneProxy::GetCloudShadowDepthBias ( ) const
inlineoverridevirtual

Reimplemented from FLightSceneProxy.

◆ GetCloudShadowExtent()

virtual float FDirectionalLightSceneProxy::GetCloudShadowExtent ( ) const
inlineoverridevirtual

Reimplemented from FLightSceneProxy.

◆ GetCloudShadowMapResolutionScale()

virtual float FDirectionalLightSceneProxy::GetCloudShadowMapResolutionScale ( ) const
inlineoverridevirtual

Reimplemented from FLightSceneProxy.

◆ GetCloudShadowOnAtmosphereStrength()

virtual float FDirectionalLightSceneProxy::GetCloudShadowOnAtmosphereStrength ( ) const
inlineoverridevirtual

Reimplemented from FLightSceneProxy.

◆ GetCloudShadowOnSurfaceStrength()

virtual float FDirectionalLightSceneProxy::GetCloudShadowOnSurfaceStrength ( ) const
inlineoverridevirtual

Reimplemented from FLightSceneProxy.

◆ GetCloudShadowRaySampleCountScale()

virtual float FDirectionalLightSceneProxy::GetCloudShadowRaySampleCountScale ( ) const
inlineoverridevirtual

Reimplemented from FLightSceneProxy.

◆ GetCloudShadowStrength()

virtual float FDirectionalLightSceneProxy::GetCloudShadowStrength ( ) const
inlineoverridevirtual

Reimplemented from FLightSceneProxy.

◆ GetDirectionalLightDistanceFadeParameters()

virtual FVector2D FDirectionalLightSceneProxy::GetDirectionalLightDistanceFadeParameters ( ERHIFeatureLevel::Type  InFeatureLevel,
bool  bPrecomputedLightingIsValid,
int32  MaxNearCascades 
) const
inlineoverridevirtual

Reimplemented from FLightSceneProxy.

◆ GetDirectionalLightForwardShadingPriority()

virtual int32 FDirectionalLightSceneProxy::GetDirectionalLightForwardShadingPriority ( ) const
inlineoverridevirtual

Reimplemented from FLightSceneProxy.

◆ GetLightPositionForLightShafts()

virtual FVector FDirectionalLightSceneProxy::GetLightPositionForLightShafts ( FVector  ViewOrigin) const
inlineoverridevirtual

Reimplemented from FLightSceneProxy.

◆ GetLightShaderParameters()

virtual void FDirectionalLightSceneProxy::GetLightShaderParameters ( FLightRenderParameters LightParameters,
uint32  Flags = 0 
) const
inlineoverridevirtual

Accesses parameters needed for rendering the light.

Reimplemented from FLightSceneProxy.

◆ GetLightShaftOcclusionParameters()

virtual bool FDirectionalLightSceneProxy::GetLightShaftOcclusionParameters ( float OutOcclusionMaskDarkness,
float OutOcclusionDepthRange 
) const
inlineoverridevirtual

Reimplemented from FLightSceneProxy.

◆ GetLightSourceAngle()

virtual float FDirectionalLightSceneProxy::GetLightSourceAngle ( ) const
inlineoverridevirtual

Reimplemented from FLightSceneProxy.

◆ GetNumViewDependentWholeSceneShadows()

virtual uint32 FDirectionalLightSceneProxy::GetNumViewDependentWholeSceneShadows ( const FSceneView View,
bool  bPrecomputedLightingIsValid 
) const
inlineoverridevirtual

Returns the number of view dependent shadows this light will create, not counting distance field shadow cascades.

Reimplemented from FLightSceneProxy.

◆ GetOuterSpaceIlluminance()

virtual FLinearColor FDirectionalLightSceneProxy::GetOuterSpaceIlluminance ( ) const
inlineoverridevirtual

Reimplemented from FLightSceneProxy.

◆ GetOuterSpaceLuminance()

virtual FLinearColor FDirectionalLightSceneProxy::GetOuterSpaceLuminance ( ) const
inlineoverridevirtual

Reimplemented from FLightSceneProxy.

◆ GetPerObjectProjectedShadowInitializer()

virtual bool FDirectionalLightSceneProxy::GetPerObjectProjectedShadowInitializer ( const FBoxSphereBounds SubjectBounds,
FPerObjectProjectedShadowInitializer OutInitializer 
) const
inlineoverridevirtual

Sets up a projected shadow initializer for the given subject.

Parameters
SubjectBounds- The bounding volume of the subject.
OutInitializer- Upon successful return, contains the initialization parameters for the shadow.
Returns
True if a projected shadow should be cast by this subject-light pair.

Reimplemented from FLightSceneProxy.

◆ GetPerPixelTransmittanceEnabled()

virtual bool FDirectionalLightSceneProxy::GetPerPixelTransmittanceEnabled ( ) const
inlineoverridevirtual

Reimplemented from FLightSceneProxy.

◆ GetShadowSourceAngleFactor()

virtual float FDirectionalLightSceneProxy::GetShadowSourceAngleFactor ( ) const
inlineoverridevirtual

Reimplemented from FLightSceneProxy.

◆ GetSunIlluminanceAccountingForSkyAtmospherePerPixelTransmittance()

virtual FLinearColor FDirectionalLightSceneProxy::GetSunIlluminanceAccountingForSkyAtmospherePerPixelTransmittance ( ) const
inlineoverridevirtual

Reimplemented from FLightSceneProxy.

◆ GetSunIlluminanceOnGroundPostTransmittance()

virtual FLinearColor FDirectionalLightSceneProxy::GetSunIlluminanceOnGroundPostTransmittance ( ) const
inlineoverridevirtual

Reimplemented from FLightSceneProxy.

◆ GetSunLightHalfApexAngleRadian()

virtual float FDirectionalLightSceneProxy::GetSunLightHalfApexAngleRadian ( ) const
inlineoverridevirtual
Returns
the light half apex angle (half angular diameter) in radian.

Reimplemented from FLightSceneProxy.

◆ GetTraceDistance()

virtual float FDirectionalLightSceneProxy::GetTraceDistance ( ) const
inlineoverridevirtual

Reimplemented from FLightSceneProxy.

◆ GetUsePerPixelAtmosphereTransmittance()

virtual bool FDirectionalLightSceneProxy::GetUsePerPixelAtmosphereTransmittance ( ) const
inlineoverridevirtual

Reimplemented from FLightSceneProxy.

◆ GetViewDependentWholeSceneProjectedShadowInitializer()

virtual bool FDirectionalLightSceneProxy::GetViewDependentWholeSceneProjectedShadowInitializer ( const FSceneView View,
int32  InCascadeIndex,
bool  bPrecomputedLightingIsValid,
FWholeSceneProjectedShadowInitializer OutInitializer 
) const
inlineoverridevirtual

Sets up a projected shadow initializer that's dependent on the current view for shadows from the entire scene.

Parameters
InCascadeIndexShadowSplitIndex or INDEX_NONE for the the DistanceFieldCascade
Returns
True if the whole-scene projected shadow should be used.

Reimplemented from FLightSceneProxy.

◆ SetAtmosphereRelatedProperties()

virtual void FDirectionalLightSceneProxy::SetAtmosphereRelatedProperties ( FLinearColor  TransmittanceTowardSunIn,
FLinearColor  SunDiscOuterSpaceLuminanceIn 
)
inlineoverridevirtual

Reimplemented from FLightSceneProxy.

◆ SetAtmosphereSunDiskColorScale()

void FDirectionalLightSceneProxy::SetAtmosphereSunDiskColorScale ( FLinearColor  NewValue)
inline

◆ ShouldCreatePerObjectShadowsForDynamicObjects()

virtual bool FDirectionalLightSceneProxy::ShouldCreatePerObjectShadowsForDynamicObjects ( ) const
inlineoverridevirtual

Whether this light should create per object shadows for dynamic objects.

Reimplemented from FLightSceneProxy.

◆ ShouldCreateRayTracedCascade()

virtual bool FDirectionalLightSceneProxy::ShouldCreateRayTracedCascade ( ERHIFeatureLevel::Type  InFeatureLevel,
bool  bPrecomputedLightingIsValid,
int32  MaxNearCascades 
) const
inlineoverridevirtual

Reimplemented from FLightSceneProxy.

◆ UseCSMForDynamicObjects()

virtual bool FDirectionalLightSceneProxy::UseCSMForDynamicObjects ( ) const
inlineoverridevirtual

Whether this light should create CSM for dynamic objects only (mobile renderer)

Reimplemented from FLightSceneProxy.

Member Data Documentation

◆ bCastCloudShadows

uint32 FDirectionalLightSceneProxy::bCastCloudShadows

◆ bCastShadowsOnAtmosphere

uint32 FDirectionalLightSceneProxy::bCastShadowsOnAtmosphere

◆ bCastShadowsOnClouds

uint32 FDirectionalLightSceneProxy::bCastShadowsOnClouds

◆ bEnableLightShaftOcclusion

bool FDirectionalLightSceneProxy::bEnableLightShaftOcclusion

Whether to occlude fog and atmosphere inscattering with screenspace blurred occlusion from this light.

◆ bPerPixelAtmosphereTransmittance

uint32 FDirectionalLightSceneProxy::bPerPixelAtmosphereTransmittance

◆ bPerPixelTransmittanceEnabled

bool FDirectionalLightSceneProxy::bPerPixelTransmittanceEnabled

Whether or not the light uses per pixel transmittance, driving the fact that should apply the simple transmittance computed on CPU during lighting pass. If per pixel transmittance is enabled, it should not be done to avoid double transmittance contribution (transmittance will be applied on GPU).

◆ bUseInsetShadowsForMovableObjects

bool FDirectionalLightSceneProxy::bUseInsetShadowsForMovableObjects

◆ CascadeDistributionExponent

float FDirectionalLightSceneProxy::CascadeDistributionExponent

Exponent that is applied to the cascade transition distances as a fraction of WholeSceneDynamicShadowRadius. An exponent of 1 means that cascade transitions will happen at a distance proportional to their resolution. A value greater than 1 brings transitions closer to the camera.

◆ CascadeTransitionFraction

float FDirectionalLightSceneProxy::CascadeTransitionFraction

see UDirectionalLightComponent::CascadeTransitionFraction

◆ CloudScatteredLuminanceScale

FLinearColor FDirectionalLightSceneProxy::CloudScatteredLuminanceScale

◆ CloudShadowDepthBias

float FDirectionalLightSceneProxy::CloudShadowDepthBias

◆ CloudShadowExtent

float FDirectionalLightSceneProxy::CloudShadowExtent

◆ CloudShadowMapResolutionScale

float FDirectionalLightSceneProxy::CloudShadowMapResolutionScale

◆ CloudShadowOnAtmosphereStrength

float FDirectionalLightSceneProxy::CloudShadowOnAtmosphereStrength

◆ CloudShadowOnSurfaceStrength

float FDirectionalLightSceneProxy::CloudShadowOnSurfaceStrength

◆ CloudShadowRaySampleCountScale

float FDirectionalLightSceneProxy::CloudShadowRaySampleCountScale

◆ CloudShadowStrength

float FDirectionalLightSceneProxy::CloudShadowStrength

◆ DistanceFieldShadowDistance

float FDirectionalLightSceneProxy::DistanceFieldShadowDistance

If greater than WholeSceneDynamicShadowRadius, a cascade will be created to support ray traced distance field shadows covering up to this distance.

◆ DynamicShadowCascades

uint32 FDirectionalLightSceneProxy::DynamicShadowCascades

Number of cascades to split the view frustum into for the whole scene dynamic shadow.
More cascades result in better shadow resolution and allow WholeSceneDynamicShadowRadius to be further, but add rendering cost.

◆ ForwardShadingPriority

int32 FDirectionalLightSceneProxy::ForwardShadingPriority

Forward lighting priority for the single slot available for a single directional light.

◆ LightShaftOverrideDirection

FVector FDirectionalLightSceneProxy::LightShaftOverrideDirection

Can be used to make light shafts come from somewhere other than the light's actual direction. Will only be used when non-zero.

◆ LightSourceAngle

float FDirectionalLightSceneProxy::LightSourceAngle

Light source angle in degrees.

◆ LightSourceSoftAngle

float FDirectionalLightSceneProxy::LightSourceSoftAngle

Light source angle in degrees.

◆ OcclusionDepthRange

float FDirectionalLightSceneProxy::OcclusionDepthRange

Everything closer to the camera than this distance will occlude light shafts.

◆ OcclusionMaskDarkness

float FDirectionalLightSceneProxy::OcclusionMaskDarkness

Controls how dark the occlusion masking is, a value of 1 results in no darkening term.

◆ ShadowCascadeBiasDistribution

float FDirectionalLightSceneProxy::ShadowCascadeBiasDistribution

Control how the cascade size influence the shadow depth bias.

◆ ShadowDistanceFadeoutFraction

float FDirectionalLightSceneProxy::ShadowDistanceFadeoutFraction

see UDirectionalLightComponent::ShadowDistanceFadeoutFraction

◆ ShadowSourceAngleFactor

float FDirectionalLightSceneProxy::ShadowSourceAngleFactor

Shadow source angle factor.

◆ SunDiscOuterSpaceLuminance

FLinearColor FDirectionalLightSceneProxy::SunDiscOuterSpaceLuminance

The luminance of the sun disk in space (function of the sun illuminance and solid angle)

◆ TraceDistance

float FDirectionalLightSceneProxy::TraceDistance

Determines how far shadows can be cast, in world units. Larger values increase the shadowing cost.

◆ TransmittanceTowardSun

FLinearColor FDirectionalLightSceneProxy::TransmittanceTowardSun

The atmosphere transmittance from ground to current light direction.

◆ WholeSceneDynamicShadowRadius

float FDirectionalLightSceneProxy::WholeSceneDynamicShadowRadius

Radius of the whole scene dynamic shadow centered on the viewer, which replaces the precomputed shadows based on distance from the camera.
A Radius of 0 disables the dynamic shadow.


The documentation for this class was generated from the following file: