Module |
|
Header |
/Engine/Source/Runtime/Renderer/Public/MeshPassProcessor.h |
Include |
#include "MeshPassProcessor.h" |
namespace EMeshPass
{
enum Type
{
DepthPass,
BasePass,
SkyPass,
SingleLayerWaterPass,
CSMShadowDepth,
Distortion,
Velocity,
TranslucentVelocity,
TranslucencyStandard,
TranslucencyAfterDOF,
TranslucencyAfterDOFModulate,
TranslucencyAll,
LightmapDensity,
DebugViewMode,
CustomDepth,
MobileBasePassCSM,
MobileInverseOpacity,
VirtualTexture,
HitProxy,
HitProxyOpaqueOnly,
EditorSelection,
Num,
NumBits = 5,
}
}
Name |
Description |
---|---|
DepthPass |
|
BasePass |
|
SkyPass |
|
SingleLayerWaterPass |
|
CSMShadowDepth |
|
Distortion |
|
Velocity |
|
TranslucentVelocity |
|
TranslucencyStandard |
|
TranslucencyAfterDOF |
|
TranslucencyAfterDOFModulate |
|
TranslucencyAll |
|
LightmapDensity |
Drawing all translucency, regardless of separate or standard. |
DebugViewMode |
|
CustomDepth |
Any of EDebugViewShaderMode |
MobileBasePassCSM |
|
MobileInverseOpacity |
Mobile base pass with CSM shading enabled |
VirtualTexture |
Mobile specific scene capture, Non-cached |
HitProxy |
|
HitProxyOpaqueOnly |
|
EditorSelection |
|
Num |
|
NumBits |
Mesh pass types supported.