UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FSceneTextures Struct Reference

#include <SceneTextures.h>

+ Inheritance diagram for FSceneTextures:

Public Member Functions

RENDERER_API uint32 GetGBufferRenderTargets (TArrayView< FTextureRenderTargetBinding > RenderTargets, EGBufferLayout Layout=GBL_Default) const
 
RENDERER_API uint32 GetGBufferRenderTargets (ERenderTargetLoadAction LoadAction, FRenderTargetBindingSlots &RenderTargets, EGBufferLayout Layout=GBL_Default) const
 
RENDERER_API TArray< FRDGTextureRefEnumerateSceneTextures () const
 
- Public Member Functions inherited from FMinimalSceneTextures
RENDERER_API FSceneTextureShaderParameters GetSceneTextureShaderParameters (ERHIFeatureLevel::Type FeatureLevel) const
 
FRDGTextureRef FindOrAddUserSceneTexture (FRDGBuilder &GraphBuilder, int32 ViewIndex, FName Name, FIntPoint ResolutionDivisor, bool &bOutFirstRender, const UMaterialInterface *MaterialInterface, const FIntRect &OutputRect) const
 
FScreenPassTextureSlice GetUserSceneTexture (FRDGBuilder &GraphBuilder, const FViewInfo &View, int32 ViewIndex, FName Name, const UMaterialInterface *MaterialInterface) const
 
FIntPoint GetUserSceneTextureDivisor (FName Name) const
 
const FTransientUserSceneTextureFindUserSceneTextureByEvent (const FUserSceneTextureEventData &Event) const
 

Static Public Member Functions

static RENDERER_API void InitializeViewFamily (FRDGBuilder &GraphBuilder, FViewFamilyInfo &ViewFamily, FIntPoint FamilySize)
 
static RENDERER_API EPixelFormat GetGBufferFFormatAndCreateFlags (ETextureCreateFlags &OutCreateFlags)
 
- Static Public Member Functions inherited from FMinimalSceneTextures
static RENDERER_API void InitializeViewFamily (FRDGBuilder &GraphBuilder, FViewFamilyInfo &ViewFamily)
 

Public Attributes

FRDGTextureRef SmallDepth {}
 
FRDGTextureRef GBufferA {}
 
FRDGTextureRef GBufferB {}
 
FRDGTextureRef GBufferC {}
 
FRDGTextureRef GBufferD {}
 
FRDGTextureRef GBufferE {}
 
FRDGTextureRef GBufferF {}
 
FRDGTextureRef GBufferSGGX {}
 
FRDGTextureMSAA DepthAux {}
 
FRDGTextureRef Velocity {}
 
FRDGTextureRef MobileLocalLightTextureA {}
 
FRDGTextureRef MobileLocalLightTextureB {}
 
FRDGTextureRef ScreenSpaceAO {}
 
FRDGTextureRef DebugAux {}
 
FRDGTextureRef StereoMotionVectors {}
 
FRDGTextureRef StereoMotionVectorDepth {}
 
- Public Attributes inherited from FMinimalSceneTextures
const FViewFamilyInfoOwner = nullptr
 
bool bIsSceneTexturesInitialized = false
 
FSceneTexturesConfig Config
 
TRDGUniformBufferRef< FSceneTextureUniformParametersUniformBuffer {}
 
TRDGUniformBufferRef< FMobileSceneTextureUniformParametersMobileUniformBuffer {}
 
ESceneTextureSetupMode SetupMode = ESceneTextureSetupMode::None
 
EMobileSceneTextureSetupMode MobileSetupMode = EMobileSceneTextureSetupMode::None
 
FRDGTextureMSAA Color {}
 
FRDGTextureMSAA Depth {}
 
FRDGTextureSRVRef Stencil {}
 
FRDGTextureMSAA PartialDepth {}
 
FCustomDepthTextures CustomDepth {}
 
TMap< FName, TArray< FTransientUserSceneTexture > > UserSceneTextures
 
TArray< FUserSceneTextureEventDataUserSceneTextureEvents
 

Detailed Description

RDG struct containing the complete set of scene textures for the deferred or mobile renderers.

Member Function Documentation

◆ EnumerateSceneTextures()

TArray< FRDGTextureRef > FSceneTextures::EnumerateSceneTextures ( ) const

◆ GetGBufferFFormatAndCreateFlags()

EPixelFormat FSceneTextures::GetGBufferFFormatAndCreateFlags ( ETextureCreateFlags OutCreateFlags)
static

◆ GetGBufferRenderTargets() [1/2]

uint32 FSceneTextures::GetGBufferRenderTargets ( ERenderTargetLoadAction  LoadAction,
FRenderTargetBindingSlots RenderTargets,
EGBufferLayout  Layout = GBL_Default 
) const

◆ GetGBufferRenderTargets() [2/2]

uint32 FSceneTextures::GetGBufferRenderTargets ( TArrayView< FTextureRenderTargetBinding RenderTargets,
EGBufferLayout  Layout = GBL_Default 
) const

◆ InitializeViewFamily()

void FSceneTextures::InitializeViewFamily ( FRDGBuilder GraphBuilder,
FViewFamilyInfo ViewFamily,
FIntPoint  FamilySize 
)
static

Member Data Documentation

◆ DebugAux

FRDGTextureRef FSceneTextures::DebugAux {}

◆ DepthAux

FRDGTextureMSAA FSceneTextures::DepthAux {}

◆ GBufferA

FRDGTextureRef FSceneTextures::GBufferA {}

◆ GBufferB

FRDGTextureRef FSceneTextures::GBufferB {}

◆ GBufferC

FRDGTextureRef FSceneTextures::GBufferC {}

◆ GBufferD

FRDGTextureRef FSceneTextures::GBufferD {}

◆ GBufferE

FRDGTextureRef FSceneTextures::GBufferE {}

◆ GBufferF

FRDGTextureRef FSceneTextures::GBufferF {}

◆ GBufferSGGX

FRDGTextureRef FSceneTextures::GBufferSGGX {}

◆ MobileLocalLightTextureA

FRDGTextureRef FSceneTextures::MobileLocalLightTextureA {}

◆ MobileLocalLightTextureB

FRDGTextureRef FSceneTextures::MobileLocalLightTextureB {}

◆ ScreenSpaceAO

FRDGTextureRef FSceneTextures::ScreenSpaceAO {}

◆ SmallDepth

FRDGTextureRef FSceneTextures::SmallDepth {}

◆ StereoMotionVectorDepth

FRDGTextureRef FSceneTextures::StereoMotionVectorDepth {}

◆ StereoMotionVectors

FRDGTextureRef FSceneTextures::StereoMotionVectors {}

◆ Velocity

FRDGTextureRef FSceneTextures::Velocity {}

The documentation for this struct was generated from the following files: