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Mesh pass types supported.
| Name | EMeshPass::Type |
| Type | enum |
| Header File | /Engine/Source/Runtime/Renderer/Public/MeshPassProcessor.h |
| Include Path | #include "MeshPassProcessor.h" |
Syntax
namespace EMeshPass
{
enum Type
{
DepthPass,
SecondStageDepthPass,
BasePass,
AnisotropyPass,
SkyPass,
SingleLayerWaterPass,
SingleLayerWaterDepthPrepass,
CSMShadowDepth,
VSMShadowDepth,
OnePassPointLightShadowDepth,
Distortion,
Velocity,
TranslucentVelocity,
TranslucentVelocityClippedDepth,
TranslucencyStandard,
TranslucencyStandardModulate,
TranslucencyAfterDOF,
TranslucencyAfterDOFModulate,
TranslucencyAfterMotionBlur,
TranslucencyHoldout,
TranslucencyAll,
LightmapDensity,
DebugViewMode,
CustomDepth,
MobileBasePassCSM,
VirtualTexture,
LumenCardCapture,
LumenCardNanite,
LumenTranslucencyRadianceCacheMark,
LumenFrontLayerTranslucencyGBuffer,
DitheredLODFadingOutMaskPass,
NaniteMeshPass,
MeshDecal_DBuffer,
MeshDecal_SceneColorAndGBuffer,
MeshDecal_SceneColorAndGBufferNoNormal,
MeshDecal_SceneColor,
MeshDecal_AmbientOcclusion,
WaterInfoTextureDepthPass,
WaterInfoTexturePass,
HitProxy,
HitProxyOpaqueOnly,
EditorLevelInstance,
EditorSelection,
Num,
NumBits = 6,
}
}
Values
| Name | Remarks |
|---|---|
| DepthPass | |
| SecondStageDepthPass | |
| BasePass | |
| AnisotropyPass | |
| SkyPass | |
| SingleLayerWaterPass | |
| SingleLayerWaterDepthPrepass | |
| CSMShadowDepth | |
| VSMShadowDepth | |
| OnePassPointLightShadowDepth | |
| Distortion | |
| Velocity | |
| TranslucentVelocity | |
| TranslucentVelocityClippedDepth | |
| TranslucencyStandard | A pass to handle pixels with depth below the opaque threshold |
| TranslucencyStandardModulate | |
| TranslucencyAfterDOF | |
| TranslucencyAfterDOFModulate | |
| TranslucencyAfterMotionBlur | |
| TranslucencyHoldout | |
| TranslucencyAll | A standalone pass to render all translucency for holdout, inferring the background visibility |
| LightmapDensity | Drawing all translucency, regardless of separate or standard. |
| DebugViewMode | |
| CustomDepth | Any of EDebugViewShaderMode |
| MobileBasePassCSM | |
| VirtualTexture | Mobile base pass with CSM shading enabled |
| LumenCardCapture | |
| LumenCardNanite | |
| LumenTranslucencyRadianceCacheMark | |
| LumenFrontLayerTranslucencyGBuffer | |
| DitheredLODFadingOutMaskPass | |
| NaniteMeshPass | A mini depth pass used to mark pixels with dithered LOD fading out. |
| MeshDecal_DBuffer | |
| MeshDecal_SceneColorAndGBuffer | |
| MeshDecal_SceneColorAndGBufferNoNormal | |
| MeshDecal_SceneColor | |
| MeshDecal_AmbientOcclusion | |
| WaterInfoTextureDepthPass | |
| WaterInfoTexturePass | |
| HitProxy | |
| HitProxyOpaqueOnly | |
| EditorLevelInstance | |
| EditorSelection | |
| Num | |
| NumBits |