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

Functions

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

Function Documentation

◆ GetDirectionalLightInfo()

const FLightSceneInfo * MobileBasePass::GetDirectionalLightInfo ( const FScene Scene,
const FPrimitiveSceneProxy PrimitiveSceneProxy 
)

◆ GetShaders()

bool MobileBasePass::GetShaders ( ELightMapPolicyType  LightMapPolicyType,
EMobileLocalLightSetting  LocalLightSetting,
const FMaterial MaterialResource,
const FVertexFactoryType VertexFactoryType,
TShaderRef< TMobileBasePassVSPolicyParamType< FUniformLightMapPolicy > > &  VertexShader,
TShaderRef< TMobileBasePassPSPolicyParamType< FUniformLightMapPolicy > > &  PixelShader 
)

◆ GetUniformLightMapPolicyTypeForPSOCollection()

FMobileLightMapPolicyTypeList MobileBasePass::GetUniformLightMapPolicyTypeForPSOCollection ( bool  bLitMaterial,
bool  bTranslucent,
bool  bUsesDeferredShading,
bool  bCanReceiveCSM,
bool  bMovable 
)

◆ SelectMeshLightmapPolicy()

ELightMapPolicyType MobileBasePass::SelectMeshLightmapPolicy ( const FScene Scene,
const FMeshBatch MeshBatch,
const FPrimitiveSceneProxy PrimitiveSceneProxy,
bool  bPrimReceivesCSM,
bool  bUsedDeferredShading,
bool  bIsLitMaterial,
bool  bIsTranslucent 
)

◆ SetOpaqueRenderState()

void MobileBasePass::SetOpaqueRenderState ( FMeshPassProcessorRenderState DrawRenderState,
const FPrimitiveSceneProxy PrimitiveSceneProxy,
const FMaterial Material,
FMaterialShadingModelField  ShadingModels,
bool  bEnableReceiveDecalOutput,
bool  bUsesDeferredShading 
)

◆ SetTranslucentRenderState()

void MobileBasePass::SetTranslucentRenderState ( FMeshPassProcessorRenderState DrawRenderState,
const FMaterial Material,
FMaterialShadingModelField  ShadingModels 
)

◆ StaticCanReceiveCSM()

bool MobileBasePass::StaticCanReceiveCSM ( const FLightSceneInfo LightSceneInfo,
const FPrimitiveSceneProxy PrimitiveSceneProxy 
)