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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <ScreenPass.h>
Public Types | |
| using | FDefaultBlendState = TStaticBlendState<> |
| using | FDefaultDepthStencilState = TStaticDepthStencilState< false, CF_Always > |
Public Member Functions | |
| FScreenPassPipelineState ()=default | |
| FScreenPassPipelineState (const TShaderRef< FShader > &InVertexShader, const TShaderRef< FShader > &InPixelShader, FRHIBlendState *InBlendState=FDefaultBlendState::GetRHI(), FRHIDepthStencilState *InDepthStencilState=FDefaultDepthStencilState::GetRHI(), uint8 InStencilRef=0, FRHIVertexDeclaration *InVertexDeclaration=GFilterVertexDeclaration.VertexDeclarationRHI) | |
| void | Validate () const |
Public Attributes | |
| TShaderRef< FShader > | VertexShader |
| TShaderRef< FShader > | PixelShader |
| FRHIBlendState * | BlendState = nullptr |
| FRHIDepthStencilState * | DepthStencilState = nullptr |
| FRHIVertexDeclaration * | VertexDeclaration = nullptr |
| uint8 | StencilRef {} |
Draw information for the more advanced DrawScreenPass variant. Allows customizing the blend / depth stencil state, providing a custom vertex shader, and more fine-grained control of the underlying draw call.
| using FScreenPassPipelineState::FDefaultDepthStencilState = TStaticDepthStencilState<false, CF_Always> |
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default |
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inline |
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inline |
| FRHIBlendState* FScreenPassPipelineState::BlendState = nullptr |
| FRHIDepthStencilState* FScreenPassPipelineState::DepthStencilState = nullptr |
| TShaderRef<FShader> FScreenPassPipelineState::PixelShader |
| uint8 FScreenPassPipelineState::StencilRef {} |
| FRHIVertexDeclaration* FScreenPassPipelineState::VertexDeclaration = nullptr |
| TShaderRef<FShader> FScreenPassPipelineState::VertexShader |