Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/VirtualShadowMaps/VirtualShadowMapProjection.h
andrew lauritzen 07c2fd9238 Treat stationary lights as movable for the purposes of shadowing when Non-Nanite VSMs are enabled.
Remove VirtualShadowMapConfig.h which is no longer necessary.

#ROBOMERGE-SOURCE: CL 15919666 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v786-15839533)

[CL 15921215 by andrew lauritzen in ue5-main branch]
2021-04-05 15:05:40 -04:00

51 lines
1.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
VirtualShadowMapProjection.h
=============================================================================*/
#pragma once
#include "CoreMinimal.h"
#include "RenderGraphResources.h"
#include "ScreenSpaceDenoise.h"
class FVirtualShadowMapClipmap;
enum class EVirtualShadowMapProjectionInputType
{
GBuffer = 0,
HairStrands = 1
};
FRDGTextureRef RenderVirtualShadowMapProjection(
FRDGBuilder& GraphBuilder,
const FMinimalSceneTextures& SceneTextures,
const FViewInfo& View,
FVirtualShadowMapArray& VirtualShadowMapArray,
const FIntRect ScissorRect,
EVirtualShadowMapProjectionInputType InputType,
const TSharedPtr<FVirtualShadowMapClipmap>& Clipmap);
FRDGTextureRef RenderVirtualShadowMapProjection(
FRDGBuilder& GraphBuilder,
const FMinimalSceneTextures& SceneTextures,
const FViewInfo& View,
FVirtualShadowMapArray& VirtualShadowMapArray,
const FIntRect ScissorRect,
EVirtualShadowMapProjectionInputType InputType,
FProjectedShadowInfo* ShadowInfo);
FRDGTextureRef RenderVirtualShadowMapProjectionOnePass(
FRDGBuilder& GraphBuilder,
const FMinimalSceneTextures& SceneTextures,
const FViewInfo& View,
FVirtualShadowMapArray& VirtualShadowMapArray,
EVirtualShadowMapProjectionInputType InputType);
void CompositeVirtualShadowMapMask(
FRDGBuilder& GraphBuilder,
const FIntRect ScissorRect,
const FRDGTextureRef Input,
FRDGTextureRef OutputShadowMaskTexture);