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Added support for writing fixed color when baking SVT. This replaces the fixed "debug" function and allows us to use the feature outside of debug usage. Fixed path that creates an SVT for displacement map. Here the fixed color can be used to effectively set a zero displacement for the low resolution mips. Added r.VT.RVT.MipColors cvar which uses the fixed color support to generate RVT using debug mip colors. This is useful for debugging issues with materials sampling higher resolution mips than expected, putting pressure on the physical pools. Removed r.VT.RVT.EnableVolumes cvar which is no longer required now that volumes can be enabled/disabled per platform without triggering page table or physical texture allocations. Added support for custom expanding of bounds for RVT volume. Tidied naming of categories and sections for the RVT components. [CL 30550025 by jeremy moore in ue5-main branch]
20 lines
732 B
C++
20 lines
732 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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class URuntimeVirtualTextureComponent;
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enum class EShadingPath;
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namespace RuntimeVirtualTexture
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{
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/** Returns true if the component describes a runtime virtual texture that has streaming mips. */
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bool HasStreamedMips(URuntimeVirtualTextureComponent* InComponent);
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bool HasStreamedMips(EShadingPath ShadingPath, URuntimeVirtualTextureComponent* InComponent);
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/** Build the streaming mips texture. */
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bool BuildStreamedMips(URuntimeVirtualTextureComponent* InComponent, FLinearColor const& FixedColor);
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bool BuildStreamedMips(EShadingPath ShadingPath, URuntimeVirtualTextureComponent* InComponent, FLinearColor const& FixedColor);
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};
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