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

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

AddDirectionalLightShadow(FLightSceneInfo &LightSceneInfo, FViewInfo &View, float MaxNonFarCascadeDistance, TArray< FProjectedShadowInfo *, SceneRenderingAllocator > &OutShadowInfosThatNeedCulling)FShadowSceneRenderer
AddLocalLightShadow(const FWholeSceneProjectedShadowInitializer &Initializer, FProjectedShadowInfo *ProjectedShadowInfo, FLightSceneInfo *LightSceneInfo, float MaxScreenRadius)FShadowSceneRenderer
ApplyVirtualShadowMapProjectionForLight(FRDGBuilder &GraphBuilder, const FMinimalSceneTextures &SceneTextures, const FLightSceneInfo *LightSceneInfo, const EVirtualShadowMapProjectionInputType InputType, FRDGTextureRef OutputScreenShadowMaskTexture)FShadowSceneRenderer
AreAnyLightsUsingMegaLightsVSM() constFShadowSceneRendererinline
AreAnyLocalLightsPresent() constFShadowSceneRendererinline
Begin(FSceneRendererBase *InRenderer)ISceneExtensionRendererinlinevirtual
BeginMarkVirtualShadowMapPages(FRDGBuilder &GraphBuilder, const FSingleLayerWaterPrePassResult *SingleLayerWaterPrePassResult, const FFrontLayerTranslucencyData &FrontLayerTranslucencyData, const Froxel::FRenderer &FroxelRenderer)FShadowSceneRenderer
ComputeNaniteShadowsLODScaleFactor()FShadowSceneRendererstatic
DECLARE_SCENE_EXTENSION_RENDERER(FShadowSceneRenderer, FShadowScene)FShadowSceneRenderer
DispatchVirtualShadowMapViewAndCullingSetup(FRDGBuilder &GraphBuilder, TConstArrayView< FProjectedShadowInfo * > VirtualShadowMapShadows)FShadowSceneRenderer
End()ISceneExtensionRendererinlinevirtual
FShadowSceneRenderer(FDeferredShadingSceneRenderer &InDeferredShadingSceneRenderer, FShadowScene &InShadowScene)FShadowSceneRenderer
GatherClipmapIds(int32 ViewIndex) constFShadowSceneRenderer
GetInvalidatingInstancesInterface(const FSceneView *SceneView)FShadowSceneRenderer
GetRendererSetupTask() constFShadowSceneRendererinline
GetSceneRenderer()ISceneExtensionRendererinlineprotected
GetVirtualShadowMapArray()FShadowSceneRendererinline
GetVirtualShadowMapArray() constFShadowSceneRendererinline
HairTransmittanceMaskBitsFShadowSceneRenderer
HasNaniteVisibilityQuery() constFShadowSceneRendererinline
HasVirtualClipMap(FLightSceneInfo::FPersistentId LightId) constFShadowSceneRendererinline
HasVirtualShadowMap(FLightSceneInfo::FPersistentId LightId) constFShadowSceneRendererinline
ISceneExtensionRenderer(FSceneRendererBase &InSceneRenderer)ISceneExtensionRendererinlineexplicit
PostInitDynamicShadowsSetup()FShadowSceneRenderer
PostRender(FRDGBuilder &GraphBuilder)ISceneExtensionRendererinlinevirtual
PostSetupDebugRender()FShadowSceneRenderer
PreInitViews(FRDGBuilder &GraphBuilder) overrideFShadowSceneRenderervirtual
PreRender(FRDGBuilder &GraphBuilder)ISceneExtensionRendererinlinevirtual
RenderVirtualShadowMapProjection(FRDGBuilder &GraphBuilder, const FMinimalSceneTextures &SceneTextures, FLightSceneInfo::FPersistentId LightId, const FViewInfo &View, int32 ViewIndex, const FIntRect ScissorRect, EVirtualShadowMapProjectionInputType InputType, bool bModulateRGB, FTiledVSMProjection *TiledVSMProjection, FRDGTextureRef OutputShadowMaskTexture)FShadowSceneRenderer
RenderVirtualShadowMapProjectionMaskBits(FRDGBuilder &GraphBuilder, FMinimalSceneTextures &SceneTextures)FShadowSceneRenderer
RenderVirtualShadowMaps(FRDGBuilder &GraphBuilder, bool bNaniteEnabled)FShadowSceneRenderer
UpdateSceneUniformBuffer(FRDGBuilder &GraphBuilder, FSceneUniformBuffer &SceneUniforms)ISceneExtensionRendererinlinevirtual
UpdateViewData(FRDGBuilder &GraphBuilder, const FRendererViewDataManager &ViewDataManager)ISceneExtensionRendererinlinevirtual
UsePackedShadowMaskBits() constFShadowSceneRendererinline
VirtualShadowMapMaskBitsFShadowSceneRenderer
VirtualShadowMapMaskBitsHairStrandsFShadowSceneRenderer
~ISceneExtensionRenderer()ISceneExtensionRendererinlinevirtual