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API > API/Runtime > API/Runtime/Engine
Render thread
| Name | FSubsurfaceProfileTexture |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/SubsurfaceProfile.h |
| Include Path | #include "Engine/SubsurfaceProfile.h" |
Syntax
class FSubsurfaceProfileTexture : public FRenderResource
Inheritance Hierarchy
- FRenderResource → FSubsurfaceProfileTexture
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FSubsurfaceProfileTexture() |
Constructor | Engine/SubsurfaceProfile.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FSubsurfaceProfileTexture() |
Destructor | Engine/SubsurfaceProfile.h |
Structs
| Name | Remarks |
|---|---|
| FSubsurfaceProfileEntry |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| SubsurfaceProfileEntries | TArray< FSubsurfaceProfileEntry > | Engine/SubsurfaceProfile.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
int32 AddOrUpdateProfile
(
const FSubsurfaceProfileStruct Settings, |
Convenience, can be optimized | Engine/SubsurfaceProfile.h | |
int32 AddProfile
(
const FSubsurfaceProfileStruct Settings, |
O(n) n is a small number | Engine/SubsurfaceProfile.h | |
void Dump() |
For debugging, can be removed | Engine/SubsurfaceProfile.h | |
int32 FindAllocationId
(
const USubsurfaceProfile* InProfile |
Engine/SubsurfaceProfile.h | ||
bool GetEntryString
(
uint32 Index, |
For debugging / VisualizeSSS | Engine/SubsurfaceProfile.h | |
IPooledRenderTarget * GetSSProfilesPreIntegratedTexture
(
FRDGBuilder& GraphBuilder, |
Engine/SubsurfaceProfile.h | ||
| Engine/SubsurfaceProfile.h | |||
IPooledRenderTarget * GetTexture
(
FRHICommandListImmediate& RHICmdList |
Engine/SubsurfaceProfile.h | ||
void RemoveProfile
(
const USubsurfaceProfile* InProfile |
O(n) to find the element, n is the SSProfile count and usually quite small. | Engine/SubsurfaceProfile.h | |
void UpdateProfile
(
const FSubsurfaceProfileStruct Settings, |
Engine/SubsurfaceProfile.h | ||
void UpdateProfile
(
int32 AllocationId, |
Engine/SubsurfaceProfile.h |
Overridden from FRenderResource
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ReleaseRHI() |
Release textures when device is lost/destroyed. | Engine/SubsurfaceProfile.h |