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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 | |
| enum class | ETextureBasis { ScreenPosition , ViewportUV , TexelPosition , TextureUV } |
Public Member Functions | |
| FScreenTransform () | |
| FScreenTransform (const FVector2f &InScale, const FVector2f &InBias) | |
Public Attributes | |
| FVector2f | Scale |
| FVector2f | Bias |
Static Public Attributes | |
| static RENDERER_API const FScreenTransform | Identity |
| static RENDERER_API const FScreenTransform | ScreenPosToViewportUV |
| static RENDERER_API const FScreenTransform | ViewportUVToScreenPos |
Generic affine 2D texture coordinate transformation x * S + B.
Construct: FVector2f PointInA = ...; FVector2f PointInB = PointInA * Scale0 + Bias0;
FScreenTransform AToB(Scale0, Bias0); FVector2f PointInB = PointInA * AToB;
Associativity: FVector2f PointInA = ...; FScreenTransform AToB = ...; FScreenTransform BToC = ...; FVector2f PointInC = (PointInA * AToB) * BToC;
FScreenTransform AToC = AToB * BToC; FVector2f PointInC = PointInA * AToC;
Explicit construction by factorization: FVector2f PointInA = ...; FVector2f PointInB = PointInA * Scale0 + Bias0; FVector2f PointInC = PointInB * Scale1 + Bias1;
FScreenTransform AToC = (FScreenTransform::Identity * Scale0 + Bias0) * Scale1 + Bias1; FVector2f PointInC = PointInA * AToC;
Shader code: include "/Engine/Private/ScreenPass.ush"
FScreenTransform AToC; // shader parameter in global scope
{ float2 PointInA = ...; float2 PointInC = ApplyScreenTransform(PointInA, AToC); }
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strong |
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inline |
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inlinestatic |
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inlinestatic |
Change of coordinate to map from a rectangle to another.
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inlinestatic |
Change of basis for texture coordinate.
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inlinestatic |
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inlinestatic |
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static |
Change TextureUV coordinate from one texture to another, taking into account change in texture extent too.
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static |
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inlinestatic |
Invert a transformation AToB to BToA.
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static |
| FVector2f FScreenTransform::Bias |
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static |
| FVector2f FScreenTransform::Scale |
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static |
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static |