UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
EMeshPass Namespace Reference

Enumerations

enum  Type : uint8 {
  DepthPass , SecondStageDepthPass , BasePass , AnisotropyPass ,
  SkyPass , SingleLayerWaterPass , SingleLayerWaterDepthPrepass , CSMShadowDepth ,
  VSMShadowDepth , OnePassPointLightShadowDepth , Distortion , Velocity ,
  TranslucentVelocity , TranslucentVelocityClippedDepth , TranslucencyStandard , TranslucencyStandardModulate ,
  TranslucencyAfterDOF , TranslucencyAfterDOFModulate , TranslucencyAfterMotionBlur , TranslucencyHoldout ,
  TranslucencyAll , LightmapDensity , DebugViewMode , CustomDepth ,
  MobileBasePassCSM , VirtualTexture , LumenCardCapture , LumenCardNanite ,
  LumenTranslucencyRadianceCacheMark , LumenFrontLayerTranslucencyGBuffer , DitheredLODFadingOutMaskPass , NaniteMeshPass ,
  MeshDecal_DBuffer , MeshDecal_SceneColorAndGBuffer , MeshDecal_SceneColorAndGBufferNoNormal , MeshDecal_SceneColor ,
  MeshDecal_AmbientOcclusion , WaterInfoTextureDepthPass , WaterInfoTexturePass , Num ,
  NumBits = 6
}
 

Detailed Description

Mesh pass types supported.

Enumeration Type Documentation

◆ Type

Enumerator
DepthPass 
SecondStageDepthPass 
BasePass 
AnisotropyPass 
SkyPass 
SingleLayerWaterPass 
SingleLayerWaterDepthPrepass 
CSMShadowDepth 
VSMShadowDepth 
OnePassPointLightShadowDepth 
Distortion 
Velocity 
TranslucentVelocity 
TranslucentVelocityClippedDepth 
TranslucencyStandard 

A pass to handle pixels with depth below the opaque threshold

TranslucencyStandardModulate 
TranslucencyAfterDOF 
TranslucencyAfterDOFModulate 
TranslucencyAfterMotionBlur 
TranslucencyHoldout 
TranslucencyAll 

A standalone pass to render all translucency for holdout, inferring the background visibility

LightmapDensity 

Drawing all translucency, regardless of separate or standard. Used when drawing translucency outside of the main renderer, eg FRendererModule::DrawTile.

DebugViewMode 
CustomDepth 

Any of EDebugViewShaderMode

MobileBasePassCSM 
VirtualTexture 

Mobile base pass with CSM shading enabled

LumenCardCapture 
LumenCardNanite 
LumenTranslucencyRadianceCacheMark 
LumenFrontLayerTranslucencyGBuffer 
DitheredLODFadingOutMaskPass 
NaniteMeshPass 

A mini depth pass used to mark pixels with dithered LOD fading out. Currently only used by ray tracing shadows.

MeshDecal_DBuffer 
MeshDecal_SceneColorAndGBuffer 
MeshDecal_SceneColorAndGBufferNoNormal 
MeshDecal_SceneColor 
MeshDecal_AmbientOcclusion 
WaterInfoTextureDepthPass 
WaterInfoTexturePass 
Num 
NumBits