// Copyright Epic Games, Inc. All Rights Reserved. /*============================================================================= CapsuleShadowRendering.h =============================================================================*/ #pragma once #include "CoreMinimal.h" #include "DataDrivenShaderPlatformInfo.h" #include "RenderUtils.h" extern int32 GCapsuleShadows; extern int32 GCapsuleDirectShadows; extern int32 GCapsuleIndirectShadows; inline bool IsCapsuleShadowsEnabled(FStaticShaderPlatform ShaderPlatform) { return GCapsuleShadows && (!IsMobilePlatform(ShaderPlatform) || IsMobileCapsuleShadowsEnabled(ShaderPlatform)); } inline bool IsCapsuleDirectShadowsEnabled(FStaticShaderPlatform ShaderPlatform) { return GCapsuleDirectShadows && IsCapsuleShadowsEnabled(ShaderPlatform) && (!IsMobilePlatform(ShaderPlatform) || IsMobileCapsuleDirectShadowsEnabled(ShaderPlatform)); } inline bool SupportsCapsuleIndirectShadows(FStaticShaderPlatform ShaderPlatform) { return GCapsuleIndirectShadows && IsCapsuleShadowsEnabled(ShaderPlatform) && !IsMobilePlatform(ShaderPlatform); }