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API > API/Runtime > API/Runtime/Renderer
| Name | FPostProcessMaterialInputs |
| Type | struct |
| Header File | /Engine/Source/Runtime/Renderer/Public/PostProcess/PostProcessMaterialInputs.h |
| Include Path | #include "PostProcess/PostProcessMaterialInputs.h" |
Syntax
struct FPostProcessMaterialInputs
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FPostProcessMaterialInputs() |
PostProcess/PostProcessMaterialInputs.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bAllowSceneColorInputAsOutput | bool | Allows (but doesn't guarantee) an optimization where, if possible, the scene color input is reused as the output. | PostProcess/PostProcessMaterialInputs.h | |
| bManualStencilTest | bool | Whether or not the stencil test must be done in the pixel shader rather than rasterizer state. | PostProcess/PostProcessMaterialInputs.h | |
| bMetalMSAAHDRDecode | bool | PostProcess/PostProcessMaterialInputs.h | ||
| bUserSceneTextureFirstRender | bool | PostProcess/PostProcessMaterialInputs.h | ||
| bUserSceneTextureOutput | bool | PostProcess/PostProcessMaterialInputs.h | ||
| bUserSceneTexturesSet | TStaticArray< bool, kPostProcessMaterialInputCountMax > | PostProcess/PostProcessMaterialInputs.h | ||
| CustomDepthTexture | FRDGTextureRef | Custom depth/stencil used for stencil operations. | PostProcess/PostProcessMaterialInputs.h | |
| OutputFormat | EPixelFormat | The output texture format to use if a new texture is created. | PostProcess/PostProcessMaterialInputs.h | |
| OverrideOutput | FScreenPassRenderTarget | [Optional] Render to the specified output. If invalid, a new texture is created and returned. | PostProcess/PostProcessMaterialInputs.h | |
| PathTracingTextures | TStaticArray< FScreenPassTexture, kPathTracingPostProcessMaterialInputCountMax > | Array of input textures bound to the material from path tracing. All inputs are optional | PostProcess/PostProcessMaterialInputs.h | |
| SceneTextures | FSceneTextureShaderParameters | The uniform buffer containing all scene textures. | PostProcess/PostProcessMaterialInputs.h | |
| SceneWithoutWaterTextures | const FSceneWithoutWaterTextures * | Depth and color textures of the scene without single layer water. May be nullptr if not available. | PostProcess/PostProcessMaterialInputs.h | |
| Textures | TStaticArray< FScreenPassTextureSlice, kPostProcessMaterialInputCountMax > | Array of input textures bound to the material. | PostProcess/PostProcessMaterialInputs.h | |
| UserSceneTextures | TStaticArray< FScreenPassTextureSlice, kPostProcessMaterialInputCountMax > | UserSceneTexture inputs, which take precedence over Textures above if set. | PostProcess/PostProcessMaterialInputs.h | |
| UserSceneTextureSceneColorInput | uint32 | PostProcess/PostProcessMaterialInputs.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FScreenPassTextureSlice GetInput
(
EPostProcessMaterialInput Input |
PostProcess/PostProcessMaterialInputs.h | ||
FScreenPassTexture GetPathTracingInput
(
EPathTracingPostProcessMaterialInput Input |
PostProcess/PostProcessMaterialInputs.h | ||
FScreenPassTextureSlice GetSceneColorOutput
(
EBlendableLocation BlendableLocation |
PostProcess/PostProcessMaterialInputs.h | ||
FScreenPassTexture ReturnUntouchedSceneColorForPostProcessing
(
FRDGBuilder& GraphBuilder |
Returns the input scene color as a 2D texture output. | PostProcess/PostProcessMaterialInputs.h | |
void SetInput
(
EPostProcessMaterialInput Input, |
PostProcess/PostProcessMaterialInputs.h | ||
void SetInput
(
FRDGBuilder& GraphBuilder, |
PostProcess/PostProcessMaterialInputs.h | ||
void SetPathTracingInput
(
EPathTracingPostProcessMaterialInput Input, |
PostProcess/PostProcessMaterialInputs.h | ||
void SetUserSceneTextureInput
(
EPostProcessMaterialInput Input, |
PostProcess/PostProcessMaterialInputs.h | ||
void Validate() |
PostProcess/PostProcessMaterialInputs.h | ||
void ValidateInputExists
(
EPostProcessMaterialInput Input |
PostProcess/PostProcessMaterialInputs.h |