#include <ShaderMaterial.h>
◆ ModifyEnvironment()
◆ CACHED_POINT_INDIRECT_LIGHTING
| bool FShaderLightmapPropertyDefines::CACHED_POINT_INDIRECT_LIGHTING |
◆ CACHED_VOLUME_INDIRECT_LIGHTING
| bool FShaderLightmapPropertyDefines::CACHED_VOLUME_INDIRECT_LIGHTING |
◆ HQ_TEXTURE_LIGHTMAP
| bool FShaderLightmapPropertyDefines::HQ_TEXTURE_LIGHTMAP |
◆ LQ_TEXTURE_LIGHTMAP
| bool FShaderLightmapPropertyDefines::LQ_TEXTURE_LIGHTMAP |
◆ MANUAL_VERTEX_FETCH
| bool FShaderLightmapPropertyDefines::MANUAL_VERTEX_FETCH |
◆ NIAGARA_MESH_FACTORY
| bool FShaderLightmapPropertyDefines::NIAGARA_MESH_FACTORY |
◆ NIAGARA_MESH_INSTANCED
| bool FShaderLightmapPropertyDefines::NIAGARA_MESH_INSTANCED |
◆ PARTICLE_MESH_FACTORY
| bool FShaderLightmapPropertyDefines::PARTICLE_MESH_FACTORY |
◆ PARTICLE_MESH_INSTANCED
| bool FShaderLightmapPropertyDefines::PARTICLE_MESH_INSTANCED |
◆ PRECOMPUTED_IRRADIANCE_VOLUME_LIGHTING
| bool FShaderLightmapPropertyDefines::PRECOMPUTED_IRRADIANCE_VOLUME_LIGHTING |
◆ STATICLIGHTING_SIGNEDDISTANCEFIELD
| bool FShaderLightmapPropertyDefines::STATICLIGHTING_SIGNEDDISTANCEFIELD |
◆ STATICLIGHTING_TEXTUREMASK
| bool FShaderLightmapPropertyDefines::STATICLIGHTING_TEXTUREMASK |
◆ TRANSLUCENT_SELF_SHADOWING
| bool FShaderLightmapPropertyDefines::TRANSLUCENT_SELF_SHADOWING |
◆ WATER_MESH_FACTORY
| bool FShaderLightmapPropertyDefines::WATER_MESH_FACTORY |
The documentation for this struct was generated from the following file: