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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Rendering
Inheritance Hierarchy
- ICustomRenderPass
- FCustomRenderPassBase
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Public/Rendering/CustomRenderPass.h |
| Include | #include "Rendering/CustomRenderPass.h" |
Syntax
class FCustomRenderPassBase : public ICustomRenderPass
Remarks
Base class of the custom render pass. Create a derived class to provide custom behavior. Custom render pass is rendered as part of the main render loop.
Variables
| Type | Name | Description | |
|---|---|---|---|
| FString | DebugName | ||
| ERenderMode | RenderMode | ||
| ERenderOutput | RenderOutput | ||
| FIntPoint | RenderTargetSize | ||
| FRDGTextureRef | RenderTargetTexture | ||
| TMap< FName, TUniquePtr< ICustomRenderPassUserData > > | UserDatas | Optional user data providing a hook into the engine to override settings for this render pass. | |
| TArray< class FViewInfo * > | Views | The views created for the custom render pass. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
FCustomRenderPassBase
(
const FString& InDebugName, |
Destructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | BeginPass
(
FRDGBuilder& GraphBuilder |
Called before PreRender on render thread (only really useful for properly scoping render capture names) | |
| void | EndPass
(
FRDGBuilder& GraphBuilder |
Called after PostRender on render thread (only really useful for properly scoping render capture names) | |
| const FString & | GetDebugName () |
||
| ERenderMode | |||
| ERenderOutput | |||
| const FIntPoint & | |||
| FRDGTextureRef | |||
| ESceneCaptureSource | Convert output type into corresponding scene capture source type. | ||
| ICustomRenderPassUserData * | GetUserData
(
const FName& InTypeName |
||
| TEnableIf< TPointerIsConvertibleFromTo< UserDataType, ICustomRenderPassUserData >::Value, UserDataTy... | |||
| void | OnBeginPass
(
FRDGBuilder& GraphBuilder |
||
| void | OnEndPass
(
FRDGBuilder& GraphBuilder |
||
| void | OnPostRender
(
FRDGBuilder& GraphBuilder |
||
| void | OnPreRender
(
FRDGBuilder& GraphBuilder |
||
| void | OverrideRenderOutput
(
ERenderOutput InRenderOutput |
Used internally during scene render to generate multiple outputs from a single custom render pass | |
| void | PerformRenderCapture
(
ERenderCaptureType InRenderCaptureType, |
Perform a render capture when this pass runs if a render capture interface is registered | |
| void | PostRender
(
FRDGBuilder& GraphBuilder |
Called after the pass is rendered on render thread, use it for post processing tasks such as applying additional shader effects to the render target. | |
| void | PreRender
(
FRDGBuilder& GraphBuilder |
Called before the pass is rendered on render thread, use it for prep tasks such as allocating render target. | |
| void | SetUserData
(
TUniquePtr< ICustomRenderPassUserData >&& InUserData |
Enums
| Type | Name | Description | |
|---|---|---|---|
| ERenderCaptureType | |||
| ERenderMode | Which render passes are needed for the custom render pass. | ||
| ERenderOutput | The output type into the render target. What type is valid depends on ERenderMode. |