Files
UnrealEngine/Engine/Source/Runtime/Renderer/Private/MobileDeferredShadingPass.h
2025-05-18 13:04:45 +08:00

30 lines
792 B
C++

// Copyright Epic Games, Inc.All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "RenderGraphDefinitions.h"
#include "SceneRendering.h"
enum class EMobileSSRQuality;
class FMobileSceneTextureUniformParameters;
class FRDGBuilder;
class FRHICommandListImmediate;
class FScene;
class FViewInfo;
struct FRenderTargetBindingSlots;
struct FSortedLightSetSceneInfo;
extern int32 GMobileUseClusteredDeferredShading;
void MobileDeferredShadingPass(
FRHICommandList& RHICmdList,
int32 ViewIndex,
int32 NumViews,
const FViewInfo& View,
const FScene& Scene,
const FSortedLightSetSceneInfo& SortedLightSet,
const TArray<FVisibleLightInfo, SceneRenderingAllocator>& VisibleLightInfos,
EMobileSSRQuality MobileSSRQuality,
FRDGTextureRef DynamicBentNormalAOTexture = nullptr);