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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/END_GLOBAL_SHADER_PARAMETER_STRU-
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Public/SceneManagement.h |
| Include | #include "SceneManagement.h" |
TranslatedWorldPosition Color Direction Tangent SpotAngles SourceLength RectLightBarnLength RectLightAtlasUVScale IESAtlasIndex ENGINE_API SpotLightShadowmapMinMax LocalLightShadowBufferSize LocalLightShadowSampler END_GLOBAL_SHADER_PARAMETER_STRUCT()
Remarks
Generic parameters used to render a light Has a 1:1 mapping with FLightShaderParameters, but can also be used in other contexts Primary difference is position is stored as FVector3d in absolute world space, which is not appropriate for sending directly to GPU