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Reference to various types of full screen textures accessible by expressions. These generally involve custom code to set data in the compilation output, extensive validation logic, and HLSL generation deferred to the analyzer for the case of UserSceneTextures.
| Name | FScreenTexture |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/Materials/MaterialIR.h |
| Include Path | #include "Materials/MaterialIR.h" |
Syntax
struct FScreenTexture : public MIR::TValue< VK_ScreenTexture >
Inheritance Hierarchy
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| DBufferId | EDBufferTextureId | Materials/MaterialIR.h | ||
| FScreenTexture | union MIR::FScreenTexture | Materials/MaterialIR.h | ||
| Id | ESceneTextureId | Materials/MaterialIR.h | ||
| TextureKind | EScreenTexture | Materials/MaterialIR.h | ||
| UserSceneTexture | FName | Materials/MaterialIR.h |