예제 #1
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	static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
	{
		FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
		OutEnvironment.SetDefine(TEXT("USE_TIMEWARP"), uint32(bTimeWarp ? 1 : 0));
	}
	static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
	{
		FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
		OutEnvironment.SetDefine(TEXT("METHOD"), Method);
	}
예제 #3
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	static void ModifyCompilationEnvironment(EShaderPlatform Platform, const class FMaterial* Material, FShaderCompilerEnvironment& OutEnvironment)
	{
		FMaterialShader::ModifyCompilationEnvironment(Platform, OutEnvironment);

		OutEnvironment.SetDefine(TEXT("POST_PROCESS_MATERIAL"), 1);
	}
	static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
	{
		FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
		OutEnvironment.SetDefine(TEXT("SSSS_SPECULAR_CORRECTION"), SpecularCorrection);
	}
예제 #5
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	static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
	{
		FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
		OutEnvironment.SetDefine(TEXT("ENABLE_NEAR_BLUR"), NearBlurEnable);
	}
예제 #6
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	static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
	{
		FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
		OutEnvironment.SetDefine(TEXT("FXAA_PRESET"), Quality - 1);
	}
예제 #7
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	static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
	{
		FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
		OutEnvironment.SetDefine( TEXT("STAGE"), Stage );
		OutEnvironment.SetRenderTargetOutputFormat(0, PF_R32_FLOAT);
	}
	static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
	{
		FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
		OutEnvironment.SetDefine(TEXT("NUM_COMPLEXITY_COLORS"), NumShaderComplexityColors);
	}
	static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
	{
		FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
		OutEnvironment.SetDefine( TEXT("MSAA_SAMPLE_COUNT"), MSAASampleCount);
	}
예제 #10
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void FSlateElementPS::ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
{
	static const auto CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.Tonemapper709"));
	OutEnvironment.SetDefine(TEXT("USE_709"), CVar ? (CVar->GetValueOnGameThread() != 0) : 1);
}
예제 #11
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	static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
	{
		FGlobalShader::ModifyCompilationEnvironment(Platform,OutEnvironment);
		OutEnvironment.SetDefine(TEXT("ENABLE_NEAR_BLUR"), (uint32)(SetupMode >= 1));
		OutEnvironment.SetDefine(TEXT("ENABLE_DOF_VIGNETTE"), (uint32)(SetupMode == 2));
	}
void FSelfShadowedCachedPointIndirectLightingPolicy::ModifyCompilationEnvironment(EShaderPlatform Platform, const FMaterial* Material, FShaderCompilerEnvironment& OutEnvironment)
{
	OutEnvironment.SetDefine(TEXT("CACHED_POINT_INDIRECT_LIGHTING"),TEXT("1"));	
	FSelfShadowedTranslucencyPolicy::ModifyCompilationEnvironment(Platform, Material, OutEnvironment);
}
예제 #13
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	static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
	{
		FGlobalShader::ModifyCompilationEnvironment(Platform,OutEnvironment);
		OutEnvironment.SetDefine(TEXT("SSS_DIRECTION"), Direction);
		OutEnvironment.SetDefine(TEXT("SSS_SAMPLESET"), SampleSet);
	}
예제 #14
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	static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
	{
		FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
		OutEnvironment.SetDefine(TEXT("SSS_RECOMBINE_METHOD"), RecombineMethod);
		OutEnvironment.SetDefine(TEXT("SSS_SAMPLESET"), SampleSet);
	}
예제 #15
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	static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
	{
		FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
		OutEnvironment.SetDefine(TEXT("SETUP_MODE"), SetupMode);
	}