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This simple extern definition covers the vast majority of use cases when you would like to implement our extern as a static HLSL snippet, without any domain, shader frequency, etc restriction and with analytical partial differential evaluating to zero. Example usage: Em.Extern
| Name | FExternSimpleHLSL |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/Materials/MaterialIRExtern.h |
| Include Path | #include "Materials/MaterialIRExtern.h" |
Syntax
struct FExternSimpleHLSL
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FExternSimpleHLSL
(
EExternSimpleType Type, |
Materials/MaterialIRExtern.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| CodeHLSL | const TCHAR * | Snippet of inlined HLSL for the non differential case. | Materials/MaterialIRExtern.h | |
| Type | EExternSimpleType | Type of the expression generated by CodeHLSL. | Materials/MaterialIRExtern.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void CopyTo
(
FExternSimpleHLSL& Other |
Materials/MaterialIRExtern.h | ||
void EmitDebugInfo
(
FString& Out |
Materials/MaterialIRExtern.h | ||
MIR::FExternInfo GetInfo() |
Implementation of the CExternDefinition concept. | Materials/MaterialIRExtern.h | |
void ToHLSL
(
MIR::FExternPrinterHLSL& Printer |
Materials/MaterialIRExtern.h |