#include <MegaLightsInternal.h>
|
| | FMegaLightsViewContext (FRDGBuilder &InGraphBuilder, const int32 InViewIndex, const FViewInfo &InView, const FSceneViewFamily &InViewFamily, const FScene *InScene, const FSceneTextures &InSceneTextures, bool bInUseVSM) |
| |
| FRDGTextureRef | TileClassificationMark (uint32 ShadingPassIndex) |
| |
| void | Setup (FRDGTextureRef LightingChannelsTexture, const FLumenSceneFrameTemporaries &LumenFrameTemporaries, const bool bInShouldRenderVolumetricFog, const bool bInShouldRenderTranslucencyVolume, TUniformBufferRef< FBlueNoise > BlueNoiseUniformBuffer, EMegaLightsInput InInputType) |
| |
| void | GenerateSamples (FRDGTextureRef LightingChannelsTexture, uint32 ShadingPassIndex) |
| |
| void | MarkVSMPages (const FVirtualShadowMapArray &VirtualShadowMapArray) |
| |
| void | RayTrace (const FVirtualShadowMapArray &VirtualShadowMapArray, const TArrayView< FRDGTextureRef > NaniteShadingMasks, uint32 ShadingPassIndex) |
| |
| void | Resolve (FRDGTextureRef OutputColorTarget, FMegaLightsVolume *MegaLightsVolume, uint32 ShadingPassIndex) |
| |
| void | DenoiseLighting (FRDGTextureRef OutputColorTarget) |
| |
| bool | AreSamplesGenerated () |
| |
| uint32 | GetReferenceShadingPassCount () const |
| |
◆ FMegaLightsViewContext()
◆ AreSamplesGenerated()
| bool FMegaLightsViewContext::AreSamplesGenerated |
( |
| ) |
|
|
inline |
◆ DenoiseLighting()
◆ GenerateSamples()
◆ GetReferenceShadingPassCount()
| uint32 FMegaLightsViewContext::GetReferenceShadingPassCount |
( |
| ) |
const |
|
inline |
◆ MarkVSMPages()
◆ RayTrace()
◆ Resolve()
◆ Setup()
◆ TileClassificationMark()
The documentation for this class was generated from the following files: