FNiagaraShader::BindParams

FRHIUniformBuffer* GetParameterCollectionBuffer(const FGuid& Id, const FSceneInterface* SceneInterface) const;.

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References

Module

NiagaraShader

Header

/Engine/Plugins/FX/Niagara/Source/NiagaraShader/Public/NiagaraShader.h

Include

#include "NiagaraShader.h"

Source

/Engine/Plugins/FX/Niagara/Source/NiagaraShader/Private/NiagaraShader.cpp

Syntax

void BindParams
(
    const TArray< FNiagaraDataInterfaceGPUParamInfo > & InDIParamInfo,
    const FShaderParameterMap & ParameterMap
)

Remarks

Template FORCEINLINE_DEBUGGABLE void SetViewParameters(FRHICommandList& RHICmdList, const ShaderRHIParamRef ShaderRHI, const FSceneView& View, const TUniformBufferRef& ViewUniformBuffer) { const auto& ViewUniformBufferParameter = GetUniformBufferParameter(); const auto& BuiltinSamplersUBParameter = GetUniformBufferParameter(); CheckShaderIsValid(); SetUniformBufferParameter(RHICmdList, ShaderRHI, ViewUniformBufferParameter, ViewUniformBuffer);

if (View.bShouldBindInstancedViewUB && View.Family->Views.Num() > 0) { / When drawing the left eye in a stereo scene, copy the right eye view values into the instanced view uniform buffer. const EStereoscopicPass StereoPassIndex = (View.StereoPass != eSSP_FULL) ? eSSP_RIGHT_EYE : eSSP_FULL;

const FSceneView& InstancedView = View.Family->GetStereoEyeView(StereoPassIndex); const auto& InstancedViewUniformBufferParameter = GetUniformBufferParameter(); SetUniformBufferParameter(RHICmdList, ShaderRHI, InstancedViewUniformBufferParameter, InstancedView.ViewUniformBuffer); } }Bind parameters

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