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

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

AddReceiverPrimitive(FPrimitiveSceneInfo *PrimitiveSceneInfo)FProjectedShadowInfo
AddRef() constFRefCountedObjectinline
AddSubjectPrimitive(FPrimitiveSceneInfo *PrimitiveSceneInfo, TArrayView< FViewInfo > ViewArray, bool bRecordShadowSubjectForMobileShading, bool bInvertViewShadowRelevance=false)FProjectedShadowInfo
AddSubjectPrimitive_AnyThread(const FPrimitiveSceneInfoCompact &PrimitiveSceneInfoCompact, TArrayView< FViewInfo > ViewArray, ERHIFeatureLevel::Type FeatureLevel, struct FAddSubjectPrimitiveStats &OutStats, struct FAddSubjectPrimitiveOverflowedIndices &OverflowBuffer) constFProjectedShadowInfo
bAllocatedFProjectedShadowInfo
bAllocatedInPreshadowCacheFProjectedShadowInfo
bCapsuleShadowFProjectedShadowInfo
bContainsNaniteSubjectsFProjectedShadowInfo
bDepthsCachedFProjectedShadowInfo
bDirectionalLightFProjectedShadowInfo
bHairStrandsDeepShadowFProjectedShadowInfo
bNaniteGeometryFProjectedShadowInfo
bOnePassPointLightShadowFProjectedShadowInfo
BorderSizeFProjectedShadowInfo
bPerObjectOpaqueShadowFProjectedShadowInfo
bPreShadowFProjectedShadowInfo
bRayTracedDistanceFieldFProjectedShadowInfo
bRenderedFProjectedShadowInfo
bSelfShadowOnlyFProjectedShadowInfo
bShouldRenderVSMFProjectedShadowInfo
bTranslucentShadowFProjectedShadowInfo
bTransmissionFProjectedShadowInfo
BuildRenderingCommands(FRDGBuilder &GraphBuilder, FGPUScene &GPUScene, FInstanceCullingDrawParams &InstanceCullingDrawParams)FProjectedShadowInfoinline
bVolumetricShadowFProjectedShadowInfo
bVSMFProjectedShadowInfo
bWholeSceneShadowFProjectedShadowInfo
CacheModeFProjectedShadowInfo
CascadeSettingsFProjectedShadowInfo
CasterOuterFrustumFProjectedShadowInfo
ClearDepth(FRHICommandList &RHICmdList) constFProjectedShadowInfo
ClearTransientArrays()FProjectedShadowInfo
ComputeScissorRectOptim()FProjectedShadowInfo
ComputeTransitionSize() constFProjectedShadowInfo
CSMScrollingExtraCullingPlanesFProjectedShadowInfo
CSMScrollingZOffsetFProjectedShadowInfo
DependentViewFProjectedShadowInfo
EGatherDynamicMeshElementsPass enum nameFProjectedShadowInfo
ExplicitNaniteInstanceChunkEndOffsetFProjectedShadowInfo
ExplicitNaniteInstanceChunkStartOffsetFProjectedShadowInfo
ExplicitNaniteInstanceLastChunkSizeFProjectedShadowInfo
FadeAlphasFProjectedShadowInfo
FinalizeAddSubjectPrimitive(FDynamicShadowsTaskData &TaskData, struct FAddSubjectPrimitiveOp const &Op, TArrayView< FViewInfo > ViewArray, struct FFinalizeAddSubjectPrimitiveContext &Context)FProjectedShadowInfo
FProjectedShadowInfo()FProjectedShadowInfo
FRefCountedObject()FRefCountedObjectinline
FRefCountedObject(const FRefCountedObject &Rhs)=deleteFRefCountedObject
FShadowDepthBasePSFProjectedShadowInfofriend
FShadowDepthVSFProjectedShadowInfofriend
FShadowProjectionPSFProjectedShadowInfofriend
FShadowVolumeBoundProjectionVSFProjectedShadowInfofriend
FVirtualShadowMapArrayFProjectedShadowInfofriend
GatherDynamicMeshElements(FMeshElementCollector &MeshCollector, FSceneRenderer &Renderer, class FVisibleLightInfo &VisibleLightInfo, TArray< const FSceneView * > &ReusedViewsArray, EGatherDynamicMeshElementsPass Pass)FProjectedShadowInfo
GetBlendStateForProjection(int32 ShadowMapChannel, bool bIsWholeSceneDirectionalShadow, bool bUseFadePlane, bool bProjectingForForwardShading, bool bMobileModulatedProjections)FProjectedShadowInfostatic
GetBlendStateForProjection(bool bProjectingForForwardShading, bool bMobileModulatedProjections) constFProjectedShadowInfo
GetClipToShadowBufferUvScaleBias() constFProjectedShadowInfo
GetDynamicSubjectHeterogeneousVolumeMeshElements() constFProjectedShadowInfoinline
GetInnerViewRect() constFProjectedShadowInfoinline
GetLightSceneInfo() constFProjectedShadowInfoinline
GetLightSceneInfoCompact() constFProjectedShadowInfoinline
GetMaxNonFarCascadeDistance() constFProjectedShadowInfoinline
GetOuterViewRect() constFProjectedShadowInfoinline
GetParentSceneInfo() constFProjectedShadowInfoinline
GetRefCount() constFRefCountedObjectinline
GetScreenToShadowMatrix(const FSceneView &View) constFProjectedShadowInfoinline
GetScreenToShadowMatrix(const FSceneView &View, uint32 TileOffsetX, uint32 TileOffsetY, uint32 TileResolutionX, uint32 TileResolutionY) constFProjectedShadowInfo
GetShaderDepthBias() constFProjectedShadowInfoinline
GetShaderMaxSlopeDepthBias() constFProjectedShadowInfoinline
GetShaderReceiverDepthBias() constFProjectedShadowInfo
GetShaderSlopeDepthBias() constFProjectedShadowInfoinline
GetShadowBufferResolution() constFProjectedShadowInfoinline
GetShadowDepthPass()FProjectedShadowInfoinline
GetShadowDepthRenderingViewMatrices(int32 CubeFaceIndex=-1, bool bUseForVSMCubeFaceWorkaround=false) constFProjectedShadowInfo
GetShadowDepthType() constFProjectedShadowInfoinline
GetTargetMeshPassType() constFProjectedShadowInfoinline
GetTypeHashFProjectedShadowInfofriend
GetWorldToShadowMatrix(FVector4f &ShadowmapMinMax, const FIntPoint *ShadowBufferResolutionOverride=nullptr) constFProjectedShadowInfo
HasSubjectPrims() constFProjectedShadowInfo
HasVirtualShadowMap() constFProjectedShadowInfoinline
InvMaxSubjectDepthFProjectedShadowInfo
InvPerObjectShadowFadeLengthFProjectedShadowInfo
InvReceiverInnerMatrixFProjectedShadowInfo
IsWholeSceneDirectionalShadow() constFProjectedShadowInfo
IsWholeScenePointLightShadow() constFProjectedShadowInfo
MaxScreenPercentFProjectedShadowInfo
MaxSubjectZFProjectedShadowInfo
MeshSelectionMaskFProjectedShadowInfo
MinPreSubjectZFProjectedShadowInfo
MinSubjectZFProjectedShadowInfo
OnePassShadowFaceProjectionMatrixFProjectedShadowInfo
OnePassShadowViewMatricesFProjectedShadowInfo
OnePassShadowViewProjectionMatricesFProjectedShadowInfo
operator=(const FRefCountedObject &Rhs)=deleteFRefCountedObject
OverlappedUVOnCachedShadowMapFProjectedShadowInfo
OverlappedUVOnCurrentShadowMapFProjectedShadowInfo
PerObjectShadowFadeStartFProjectedShadowInfo
PreShadowTranslationFProjectedShadowInfo
PresizeSubjectPrimitiveArrays(struct FAddSubjectPrimitiveStats const &Stats)FProjectedShadowInfo
PrimitiveArrayType typedefFProjectedShadowInfo
ProjectionIndexFProjectedShadowInfo
ReceiverInnerFrustumFProjectedShadowInfo
Release() constFRefCountedObjectinline
RenderDepth(FRDGBuilder &GraphBuilder, const FSceneRenderer *SceneRenderer, FRDGTextureRef ShadowDepthTexture, bool bDoParallelDispatch, bool bDoCrossGPUCopy)FProjectedShadowInfo
RenderFrustumWireframe(FPrimitiveDrawInterface *PDI) constFProjectedShadowInfo
RenderMobileModulatedShadowProjection(FRHICommandList &RHICmdList, int32 ViewIndex, const FViewInfo *View, const FLightSceneProxy *LightSceneProxy, const FSceneRenderer *SceneRender) constFProjectedShadowInfo
RenderOnePassPointLightProjection(FRDGBuilder &GraphBuilder, const FShadowProjectionPassParameters &CommonPassParameters, int32 ViewIndex, const FViewInfo &View, const FLightSceneProxy *LightSceneProxy, bool bProjectingForForwardShading, bool bSubPixelShadow) constFProjectedShadowInfo
RenderProjection(FRDGBuilder &GraphBuilder, const FShadowProjectionPassParameters &CommonPassParameters, int32 ViewIndex, const FViewInfo *View, const FLightSceneProxy *LightSceneProxy, const FSceneRenderer *SceneRender, bool bProjectingForForwardShading, bool bSubPixelShadow) constFProjectedShadowInfo
RenderProjectionInternal(FRHICommandList &RHICmdList, int32 ViewIndex, const FViewInfo *View, const FLightSceneProxy *LightSceneProxy, const FSceneRenderer *SceneRender, bool bProjectingForForwardShading, bool bMobileModulatedProjections, const FInstanceCullingDrawParams &InstanceCullingDrawParams, FRHIUniformBuffer *HairStrandsUniformBuffer) constFProjectedShadowInfo
RenderRayTracedDistanceFieldProjection(FRDGBuilder &GraphBuilder, bool bAsyncCompute, const FMinimalSceneTextures &SceneTextures, const FViewInfo &View, const FIntRect &ScissorRect)FProjectedShadowInfo
RenderRayTracedDistanceFieldProjection(FRDGBuilder &GraphBuilder, const FMinimalSceneTextures &SceneTextures, FRDGTextureRef ScreenShadowMaskTexture, const FViewInfo &View, FIntRect ScissorRect, bool bProjectingForForwardShading, bool bForceRGBModulation=false, FTiledShadowRendering *TiledShadowRendering=nullptr)FProjectedShadowInfo
RenderTargetsFProjectedShadowInfo
RenderTranslucencyDepths(FRDGBuilder &GraphBuilder, class FSceneRenderer *SceneRenderer, const FRenderTargetBindingSlots &RenderTargets, FInstanceCullingManager &InstanceCullingManager)FProjectedShadowInfo
ResetRayTracedDistanceFieldShadow(const FViewInfo *View)FProjectedShadowInfoinline
ResolutionXFProjectedShadowInfo
ResolutionYFProjectedShadowInfo
ScissorRectOptimFProjectedShadowInfo
SetStateForDepth(FMeshPassProcessorRenderState &DrawRenderState) constFProjectedShadowInfo
SetStateForView(FRHICommandList &RHICmdList, bool bRequiresBorderClamp=false) constFProjectedShadowInfo
SetupClipmapProjection(FLightSceneInfo *InLightSceneInfo, FViewInfo *InDependentView, const TSharedPtr< FVirtualShadowMapClipmap > &VirtualShadowMapClipmap, float InMaxNonFarCascadeDistance)FProjectedShadowInfo
SetupMeshDrawCommandsForProjectionStenciling(FSceneRenderer &Renderer, FInstanceCullingManager &InstanceCullingManager)FProjectedShadowInfo
SetupMeshDrawCommandsForShadowDepth(FSceneRenderer &Renderer, FInstanceCullingManager &InstanceCullingManager)FProjectedShadowInfo
SetupPerObjectProjection(FLightSceneInfo *InLightSceneInfo, const FPrimitiveSceneInfo *InParentSceneInfo, const FPerObjectProjectedShadowInitializer &Initializer, bool bInPreShadow, uint32 InResolutionX, uint32 MaxShadowResolutionY, uint32 InBorderSize, float InMaxScreenPercent, bool bInTranslucentShadow)FProjectedShadowInfo
SetupShadowDepthView(FSceneRenderer *SceneRenderer)FProjectedShadowInfo
SetupWholeSceneProjection(FLightSceneInfo *InLightSceneInfo, FViewInfo *InDependentView, const FWholeSceneProjectedShadowInitializer &Initializer, uint32 InResolutionX, uint32 InResolutionY, uint32 InSnapResolutionX, uint32 InSnapResolutionY, uint32 InBorderSize)FProjectedShadowInfo
ShadowBoundsFProjectedShadowInfo
ShadowDepthViewFProjectedShadowInfo
ShadowIdFProjectedShadowInfo
ShouldClampToNearPlane() constFProjectedShadowInfoinline
ShouldUseCSMScissorOptim() constFProjectedShadowInfo
SubjectPrimitiveComponentIndexFProjectedShadowInfo
SubjectsVisible(const FViewInfo &View) constFProjectedShadowInfo
SupportsShadowStencilCulling(FStaticShaderPlatform ShaderPlatform)FProjectedShadowInfostatic
TranslatedWorldToClipInnerMatrixFProjectedShadowInfo
TranslatedWorldToClipOuterMatrixFProjectedShadowInfo
TranslatedWorldToViewFProjectedShadowInfo
UpdateShaderDepthBias()FProjectedShadowInfo
UseShadowStencilCulling(const FViewInfo &View) constFProjectedShadowInfo
ViewIdsFProjectedShadowInfo
ViewToClipInnerFProjectedShadowInfo
ViewToClipOuterFProjectedShadowInfo
VirtualShadowMapClipmapFProjectedShadowInfo
VirtualShadowMapPerLightCacheEntryFProjectedShadowInfo
XFProjectedShadowInfo
YFProjectedShadowInfo
~FProjectedShadowInfo()FProjectedShadowInfo
~FRefCountedObject()FRefCountedObjectinlinevirtual