Navigation
API > API/Plugins > API/Plugins/DisplayClusterShaders
ICVFX rendering uses the resources of other viewports During initialization on a game thread, only the name of the viewport is saved here Later on the rendering thread, the resource reference is initialized
| Name | FDisplayClusterShaderParametersICVFX_ViewportResource |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/nDisplay/Source/DisplayClusterShaders/Public/ShaderParameters/DisplayClusterShaderParameters_ICVFX.h |
| Include Path | #include "ShaderParameters/DisplayClusterShaderParameters_ICVFX.h" |
Syntax
struct FDisplayClusterShaderParametersICVFX_ViewportResource
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Texture | FRHITexture * | This ref resolved runtime. | ShaderParameters/DisplayClusterShaderParameters_ICVFX.h | |
| ViewportId | FString | Viewport name (Used to resolve viewport resource to texture ref) | ShaderParameters/DisplayClusterShaderParameters_ICVFX.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool IsDefined() |
ShaderParameters/DisplayClusterShaderParameters_ICVFX.h | ||
bool IsValid() |
ShaderParameters/DisplayClusterShaderParameters_ICVFX.h | ||
void Reset() |
ShaderParameters/DisplayClusterShaderParameters_ICVFX.h |