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| | DECLARE_SCENE_EXTENSION_RENDERER (FShadowSceneRenderer, FShadowScene) |
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| | FShadowSceneRenderer (FDeferredShadingSceneRenderer &InDeferredShadingSceneRenderer, FShadowScene &InShadowScene) |
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| virtual void | PreInitViews (FRDGBuilder &GraphBuilder) override |
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| TSharedPtr< FVirtualShadowMapPerLightCacheEntry > | AddLocalLightShadow (const FWholeSceneProjectedShadowInitializer &Initializer, FProjectedShadowInfo *ProjectedShadowInfo, FLightSceneInfo *LightSceneInfo, float MaxScreenRadius) |
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| void | AddDirectionalLightShadow (FLightSceneInfo &LightSceneInfo, FViewInfo &View, float MaxNonFarCascadeDistance, TArray< FProjectedShadowInfo *, SceneRenderingAllocator > &OutShadowInfosThatNeedCulling) |
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| void | PostInitDynamicShadowsSetup () |
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| void | DispatchVirtualShadowMapViewAndCullingSetup (FRDGBuilder &GraphBuilder, TConstArrayView< FProjectedShadowInfo * > VirtualShadowMapShadows) |
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| void | PostSetupDebugRender () |
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| bool | HasVirtualShadowMap (FLightSceneInfo::FPersistentId LightId) const |
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| bool | HasVirtualClipMap (FLightSceneInfo::FPersistentId LightId) const |
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| void | BeginMarkVirtualShadowMapPages (FRDGBuilder &GraphBuilder, const FSingleLayerWaterPrePassResult *SingleLayerWaterPrePassResult, const FFrontLayerTranslucencyData &FrontLayerTranslucencyData, const Froxel::FRenderer &FroxelRenderer) |
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| void | RenderVirtualShadowMaps (FRDGBuilder &GraphBuilder, bool bNaniteEnabled) |
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| void | RenderVirtualShadowMapProjectionMaskBits (FRDGBuilder &GraphBuilder, FMinimalSceneTextures &SceneTextures) |
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| void | 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) |
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| TArray< int32, SceneRenderingAllocator > | GatherClipmapIds (int32 ViewIndex) const |
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| void | ApplyVirtualShadowMapProjectionForLight (FRDGBuilder &GraphBuilder, const FMinimalSceneTextures &SceneTextures, const FLightSceneInfo *LightSceneInfo, const EVirtualShadowMapProjectionInputType InputType, FRDGTextureRef OutputScreenShadowMaskTexture) |
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| bool | UsePackedShadowMaskBits () const |
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| UE::Tasks::FTask | GetRendererSetupTask () const |
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| bool | AreAnyLightsUsingMegaLightsVSM () const |
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| bool | AreAnyLocalLightsPresent () const |
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| bool | HasNaniteVisibilityQuery () const |
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| UE::Renderer::Private::IShadowInvalidatingInstances * | GetInvalidatingInstancesInterface (const FSceneView *SceneView) |
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| FVirtualShadowMapArray & | GetVirtualShadowMapArray () |
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| const FVirtualShadowMapArray & | GetVirtualShadowMapArray () const |
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| | ISceneExtensionRenderer (FSceneRendererBase &InSceneRenderer) |
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| virtual | ~ISceneExtensionRenderer () |
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| virtual void | Begin (FSceneRendererBase *InRenderer) |
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| virtual void | End () |
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| virtual void | UpdateViewData (FRDGBuilder &GraphBuilder, const FRendererViewDataManager &ViewDataManager) |
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| virtual void | UpdateSceneUniformBuffer (FRDGBuilder &GraphBuilder, FSceneUniformBuffer &SceneUniforms) |
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| virtual void | PreRender (FRDGBuilder &GraphBuilder) |
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| virtual void | PostRender (FRDGBuilder &GraphBuilder) |
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Transient scope for per-frame rendering resources for the shadow rendering.