UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
UE::Renderer::PostProcess Namespace Reference

Functions

FScreenPassTexture AddSceneViewExtensionPassChain (FRDGBuilder &GraphBuilder, const FViewInfo &View, const FPostProcessMaterialInputs &InputsTemplate, const FPostProcessingPassDelegateArray &Delegates, EPostProcessMaterialInput MaterialInput=EPostProcessMaterialInput::SceneColor)
 
void SetDrawRectangleParameters (FRHIBatchedShaderParameters &BatchedParameters, const FShader *VertexShader, float X, float Y, float SizeX, float SizeY, float U, float V, float SizeU, float SizeV, FIntPoint TargetSize, FIntPoint TextureSize)
 
void SetDrawRectangleParameters (FRHIBatchedShaderParameters &BatchedParameters, const FShader *VertexShader, const FIntPoint &ViewSize)
 
void SetDrawRectangleParameters (FRHIBatchedShaderParameters &BatchedParameters, const FShader *VertexShader, const FSceneView &View)
 
void DrawRectangle (FRHICommandList &RHICmdList, const TShaderRef< FShader > &VertexShader, float X, float Y, float SizeX, float SizeY, float U, float V, float SizeU, float SizeV, FIntPoint TargetSize, FIntPoint TextureSize, EDrawRectangleFlags Flags, uint32 InstanceCount)
 
void DrawRectangle (FRHICommandList &RHICmdList, const TShaderRef< FShader > &VertexShader, const FSceneView &InView, EDrawRectangleFlags Flags, uint32 InstanceCount)
 
void DrawPostProcessPass (FRHICommandList &RHICmdList, const TShaderRef< FShader > &VertexShader, float X, float Y, float SizeX, float SizeY, float U, float V, float SizeU, float SizeV, FIntPoint TargetSize, FIntPoint TextureSize, int32 StereoViewIndex, bool bHasCustomMesh, EDrawRectangleFlags Flags)
 

Function Documentation

◆ AddSceneViewExtensionPassChain()

FScreenPassTexture UE::Renderer::PostProcess::AddSceneViewExtensionPassChain ( FRDGBuilder GraphBuilder,
const FViewInfo View,
const FPostProcessMaterialInputs InputsTemplate,
const FPostProcessingPassDelegateArray Delegates,
EPostProcessMaterialInput  MaterialInput = EPostProcessMaterialInput::SceneColor 
)

◆ DrawPostProcessPass()

RENDERER_API void UE::Renderer::PostProcess::DrawPostProcessPass ( FRHICommandList RHICmdList,
const TShaderRef< FShader > &  VertexShader,
float  X,
float  Y,
float  SizeX,
float  SizeY,
float  U,
float  V,
float  SizeU,
float  SizeV,
FIntPoint  TargetSize,
FIntPoint  TextureSize,
int32  StereoViewIndex,
bool  bHasCustomMesh,
EDrawRectangleFlags  Flags 
)

◆ DrawRectangle() [1/2]

RENDERER_API void UE::Renderer::PostProcess::DrawRectangle ( FRHICommandList RHICmdList,
const TShaderRef< FShader > &  VertexShader,
const FSceneView InView,
EDrawRectangleFlags  Flags,
uint32  InstanceCount 
)

◆ DrawRectangle() [2/2]

RENDERER_API void UE::Renderer::PostProcess::DrawRectangle ( FRHICommandList RHICmdList,
const TShaderRef< FShader > &  VertexShader,
float  X,
float  Y,
float  SizeX,
float  SizeY,
float  U,
float  V,
float  SizeU,
float  SizeV,
FIntPoint  TargetSize,
FIntPoint  TextureSize,
EDrawRectangleFlags  Flags = EDRF_Default,
uint32  InstanceCount = 1 
)

Draws a quad with the given vertex positions and UVs in denormalized pixel/texel coordinates. The platform-dependent mapping from pixels to texels is done automatically. Note that the positions are affected by the current viewport. NOTE: DrawRectangle should be used in the vertex shader to calculate the correct position and uv for vertices. NOTE2: Assumes previously set PSO has PrimitiveType = PT_TriangleList

X, Y Position in screen pixels of the top left corner of the quad SizeX, SizeY Size in screen pixels of the quad U, V Position in texels of the top left corner of the quad's UV's SizeU, SizeV Size in texels of the quad's UV's TargetSizeX, TargetSizeY Size in screen pixels of the target surface TextureSize Size in texels of the source texture VertexShader The vertex shader used for rendering Flags see EDrawRectangleFlags InstanceCount Number of instances of rectangle

◆ SetDrawRectangleParameters() [1/3]

RENDERER_API void UE::Renderer::PostProcess::SetDrawRectangleParameters ( FRHIBatchedShaderParameters BatchedParameters,
const FShader VertexShader,
const FIntPoint ViewSize 
)

◆ SetDrawRectangleParameters() [2/3]

RENDERER_API void UE::Renderer::PostProcess::SetDrawRectangleParameters ( FRHIBatchedShaderParameters BatchedParameters,
const FShader VertexShader,
const FSceneView View 
)

◆ SetDrawRectangleParameters() [3/3]

RENDERER_API void UE::Renderer::PostProcess::SetDrawRectangleParameters ( FRHIBatchedShaderParameters BatchedParameters,
const FShader VertexShader,
float  X,
float  Y,
float  SizeX,
float  SizeY,
float  U,
float  V,
float  SizeU,
float  SizeV,
FIntPoint  TargetSize,
FIntPoint  TextureSize 
)