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); }
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); }
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment) { FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment); OutEnvironment.SetDefine(TEXT("ENABLE_NEAR_BLUR"), NearBlurEnable); }
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment) { FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment); OutEnvironment.SetDefine(TEXT("FXAA_PRESET"), Quality - 1); }
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); }
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); }
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); }
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment) { FGlobalShader::ModifyCompilationEnvironment(Platform,OutEnvironment); OutEnvironment.SetDefine(TEXT("SSS_DIRECTION"), Direction); OutEnvironment.SetDefine(TEXT("SSS_SAMPLESET"), SampleSet); }
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment) { FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment); OutEnvironment.SetDefine(TEXT("SSS_RECOMBINE_METHOD"), RecombineMethod); OutEnvironment.SetDefine(TEXT("SSS_SAMPLESET"), SampleSet); }
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment) { FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment); OutEnvironment.SetDefine(TEXT("SETUP_MODE"), SetupMode); }