#include <PostProcessMaterialInputs.h>
◆ FPostProcessMaterialInputs()
| FPostProcessMaterialInputs::FPostProcessMaterialInputs |
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◆ GetInput()
◆ GetPathTracingInput()
◆ GetSceneColorOutput()
◆ ReturnUntouchedSceneColorForPostProcessing()
Returns the input scene color as a 2D texture output. This WILL perform a GPU copy if the override output is active or the input scene color was a 2D texture array slice.
◆ SetInput() [1/2]
◆ SetInput() [2/2]
◆ SetPathTracingInput()
◆ SetUserSceneTextureInput()
◆ Validate()
| void FPostProcessMaterialInputs::Validate |
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◆ ValidateInputExists()
◆ bAllowSceneColorInputAsOutput
| bool FPostProcessMaterialInputs::bAllowSceneColorInputAsOutput = true |
Allows (but doesn't guarantee) an optimization where, if possible, the scene color input is reused as the output. This can elide a copy in certain circumstances; for example, when the scene color input isn't actually used by the post process material and no special depth-stencil / blend composition is required. Set this to false when you need to guarantee creation of a dedicated output texture.
◆ bManualStencilTest
| bool FPostProcessMaterialInputs::bManualStencilTest = false |
Whether or not the stencil test must be done in the pixel shader rather than rasterizer state.
◆ bMetalMSAAHDRDecode
| bool FPostProcessMaterialInputs::bMetalMSAAHDRDecode = false |
◆ bUserSceneTextureFirstRender
| bool FPostProcessMaterialInputs::bUserSceneTextureFirstRender = false |
◆ bUserSceneTextureOutput
| bool FPostProcessMaterialInputs::bUserSceneTextureOutput = false |
◆ bUserSceneTexturesSet
◆ CustomDepthTexture
| FRDGTextureRef FPostProcessMaterialInputs::CustomDepthTexture = nullptr |
Custom depth/stencil used for stencil operations.
◆ OutputFormat
The output texture format to use if a new texture is created. Uses the input format if left unknown.
◆ OverrideOutput
◆ PathTracingTextures
Array of input textures bound to the material from path tracing. All inputs are optional
◆ SceneTextures
The uniform buffer containing all scene textures.
◆ SceneWithoutWaterTextures
Depth and color textures of the scene without single layer water. May be nullptr if not available.
◆ Textures
Array of input textures bound to the material. The first element represents the output from the previous post process and is required. All other inputs are optional.
◆ UserSceneTextures
UserSceneTexture inputs, which take precedence over Textures above if set. The reason for separating these from "Textures" above is because "Textures" is also where the output SceneColor is fetched from, when OverrideOutput isn't set (see "GetSceneColorOutput" function). The separate bools are needed to track which inputs are UserSceneTextures, as opposed to checking IsValid(), because the entry can be invalid when an input being missing – dummy black is substituted for those downstream.
◆ UserSceneTextureSceneColorInput
The documentation for this struct was generated from the following files: