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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <ShaderCompilerCore.h>
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| RENDERCORE_API FArchive & | operator<< (FArchive &Ar, FShaderCompilerInput &Input) |
Struct that gathers all readonly inputs needed for the compilation of a single shader.
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| FString FShaderCompilerInput::GetOrCreateShaderDebugInfoPath | ( | ) | const |
Returns the shader debug info path for this shader compiler input and create the directory if it doesn't exist yet.
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| FName FShaderCompilerInput::CompressionFormat |
| FString FShaderCompilerInput::DebugDescription |
| FString FShaderCompilerInput::DebugExtension |
| FString FShaderCompilerInput::DebugGroupName |
| EShaderDebugInfoFlags FShaderCompilerInput::DebugInfoFlags = EShaderDebugInfoFlags::Default |
| FString FShaderCompilerInput::DumpDebugInfoPath |
| FString FShaderCompilerInput::DumpDebugInfoRootPath |
| FString FShaderCompilerInput::EntryPointName |
| FShaderCompilerEnvironment FShaderCompilerInput::Environment |
| FExtraShaderCompilerSettings FShaderCompilerInput::ExtraSettings |
| FShaderCompilerInputHash FShaderCompilerInput::Hash |
| FOodleDataCompression::ECompressor FShaderCompilerInput::OodleCompressor |
Oodle-specific compression algorithm - used if CompressionFormat is set to NAME_Oodle.
| FOodleDataCompression::ECompressionLevel FShaderCompilerInput::OodleLevel |
Oodle-specific compression level - used if CompressionFormat is set to NAME_Oodle.
| FName FShaderCompilerInput::PreferredShaderCodeFormat |
| TArray<FString> FShaderCompilerInput::RequiredSymbols |
| const FShaderParametersMetadata* FShaderCompilerInput::RootParametersStructure = nullptr |
| FName FShaderCompilerInput::ShaderFormat |
| FString FShaderCompilerInput::ShaderName |
| FName FShaderCompilerInput::ShaderPlatformName |
| TRefCountPtr<FSharedShaderCompilerEnvironment> FShaderCompilerInput::SharedEnvironment |
| uint32 FShaderCompilerInput::SupportedHardwareMask = 0 |
| FShaderTarget FShaderCompilerInput::Target { SF_NumFrequencies, SP_NumPlatforms } |
| TArray<FString> FShaderCompilerInput::UsedOutputs |
| FString FShaderCompilerInput::VirtualSourceFilePath |