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| ELightMapPolicyType | SelectMeshLightmapPolicy (const FScene *Scene, const FMeshBatch &MeshBatch, const FPrimitiveSceneProxy *PrimitiveSceneProxy, bool bPrimReceivesCSM, bool bUsedDeferredShading, bool bIsLitMaterial, bool bIsTranslucent) |
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| FMobileLightMapPolicyTypeList | GetUniformLightMapPolicyTypeForPSOCollection (bool bLitMaterial, bool bTranslucent, bool bUsesDeferredShading, bool bCanReceiveCSM, bool bMovable) |
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| bool | GetShaders (ELightMapPolicyType LightMapPolicyType, EMobileLocalLightSetting LocalLightSetting, const FMaterial &MaterialResource, const FVertexFactoryType *VertexFactoryType, TShaderRef< TMobileBasePassVSPolicyParamType< FUniformLightMapPolicy > > &VertexShader, TShaderRef< TMobileBasePassPSPolicyParamType< FUniformLightMapPolicy > > &PixelShader) |
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| const FLightSceneInfo * | GetDirectionalLightInfo (const FScene *Scene, const FPrimitiveSceneProxy *PrimitiveSceneProxy) |
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| bool | StaticCanReceiveCSM (const FLightSceneInfo *LightSceneInfo, const FPrimitiveSceneProxy *PrimitiveSceneProxy) |
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| void | SetOpaqueRenderState (FMeshPassProcessorRenderState &DrawRenderState, const FPrimitiveSceneProxy *PrimitiveSceneProxy, const FMaterial &Material, FMaterialShadingModelField ShadingModels, bool bEnableReceiveDecalOutput, bool bUsesDeferredShading) |
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| void | SetTranslucentRenderState (FMeshPassProcessorRenderState &DrawRenderState, const FMaterial &Material, FMaterialShadingModelField ShadingModels) |
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