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C++ FDeferredPixelShaderParameters::Bind方法代码示例

本文整理汇总了C++中FDeferredPixelShaderParameters::Bind方法的典型用法代码示例。如果您正苦于以下问题:C++ FDeferredPixelShaderParameters::Bind方法的具体用法?C++ FDeferredPixelShaderParameters::Bind怎么用?C++ FDeferredPixelShaderParameters::Bind使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在FDeferredPixelShaderParameters的用法示例。


在下文中一共展示了FDeferredPixelShaderParameters::Bind方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: FPostProcessUpscalePS

 /** Initialization constructor. */
 FPostProcessUpscalePS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
     : FGlobalShader(Initializer)
 {
     PostprocessParameter.Bind(Initializer.ParameterMap);
     DeferredParameters.Bind(Initializer.ParameterMap);
     UpscaleSoftness.Bind(Initializer.ParameterMap,TEXT("UpscaleSoftness"));
 }
开发者ID:didixp,项目名称:Ark-Dev-Kit,代码行数:8,代码来源:PostProcessUpscale.cpp

示例2: FGlobalShader

	/** Initialization constructor. */
	FPostProcessHMDPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
		: FGlobalShader(Initializer)
	{
		PostprocessParameter.Bind(Initializer.ParameterMap);
		DeferredParameters.Bind(Initializer.ParameterMap);

	}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:8,代码来源:PostProcessHMD.cpp

示例3: FGlobalShader

	/** Initialization constructor. */
	FPostProcessMotionBlurNewPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
		: FGlobalShader(Initializer)
	{
		PostprocessParameter.Bind(Initializer.ParameterMap);
		DeferredParameters.Bind(Initializer.ParameterMap);
		MotionBlurParameters.Bind(Initializer.ParameterMap, TEXT("MotionBlurParameters"));
	}
开发者ID:xiangyuan,项目名称:Unreal4,代码行数:8,代码来源:PostProcessMotionBlur.cpp

示例4: FGlobalShader

	/** Initialization constructor. */
	FPostProcessSubsurfacePS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
		: FGlobalShader(Initializer)
	{
		PostprocessParameter.Bind(Initializer.ParameterMap);
		DeferredParameters.Bind(Initializer.ParameterMap);
		SSSParams.Bind(Initializer.ParameterMap, TEXT("SSSParams"));
	}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:8,代码来源:PostProcessSubsurface.cpp

示例5: FGlobalShader

	/** Initialization constructor. */
	FPostProcessNoiseBlurPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
		: FGlobalShader(Initializer)
	{
		PostprocessParameter.Bind(Initializer.ParameterMap);
		DeferredParameters.Bind(Initializer.ParameterMap);
		NoiseParams.Bind(Initializer.ParameterMap, TEXT("NoiseParams"));
	}
开发者ID:colwalder,项目名称:unrealengine,代码行数:8,代码来源:PostProcessNoiseBlur.cpp

示例6: FGlobalShader

	/** Initialization constructor. */
	FPostProcessDOFSetupPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
		: FGlobalShader(Initializer)
	{
		PostprocessParameter.Bind(Initializer.ParameterMap);
		DeferredParameters.Bind(Initializer.ParameterMap);
		DepthOfFieldParams.Bind(Initializer.ParameterMap,TEXT("DepthOfFieldParams"));
	}
开发者ID:ErwinT6,项目名称:T6Engine,代码行数:8,代码来源:PostProcessDOF.cpp

示例7: FGlobalShader

	/** Initialization constructor. */
	FPostProcessScreenSpaceReflectionsPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
		: FGlobalShader(Initializer)
	{
		PostprocessParameter.Bind(Initializer.ParameterMap);
		DeferredParameters.Bind(Initializer.ParameterMap);
		SSRParams.Bind(Initializer.ParameterMap, TEXT("SSRParams"));
	}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:8,代码来源:ScreenSpaceReflections.cpp

示例8: FGlobalShader

	/** Initialization constructor. */
	FPostProcessVisualizeShadingModelsPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
		: FGlobalShader(Initializer)
	{
		PostprocessParameter.Bind(Initializer.ParameterMap);
		DeferredParameters.Bind(Initializer.ParameterMap);
		ShadingModelMaskInView.Bind(Initializer.ParameterMap,TEXT("ShadingModelMaskInView"));
	}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:8,代码来源:VisualizeShadingModels.cpp

示例9: FGlobalShader

	/** Initialization constructor. */
	TPostProcessSubsurfaceRecombinePS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
		: FGlobalShader(Initializer)
	{
		PostprocessParameter.Bind(Initializer.ParameterMap);
		DeferredParameters.Bind(Initializer.ParameterMap);
		SubsurfaceParameters.Bind(Initializer.ParameterMap);
	}
开发者ID:frobro98,项目名称:UnrealSource,代码行数:8,代码来源:PostProcessSubsurface.cpp

示例10: FGlobalShader

	/** Initialization constructor. */
	FPostProcessGBufferHintsPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
		: FGlobalShader(Initializer)
	{
		PostprocessParameter.Bind(Initializer.ParameterMap);
		DeferredParameters.Bind(Initializer.ParameterMap);
		EyeAdaptationParams.Bind(Initializer.ParameterMap, TEXT("EyeAdaptationParams"));
		MiniFontTexture.Bind(Initializer.ParameterMap, TEXT("MiniFontTexture"));
	}
开发者ID:colwalder,项目名称:unrealengine,代码行数:9,代码来源:PostProcessGBufferHints.cpp

示例11: FGlobalShader

	/** Initialization constructor. */
	FPostProcessLpvDirectionalOcclusionPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
		: FGlobalShader(Initializer)
	{
		PostprocessParameter.Bind(Initializer.ParameterMap);
		DeferredParameters.Bind(Initializer.ParameterMap);
		LpvVolumeTextureSampler.Bind(Initializer.ParameterMap, TEXT("gLpv3DTextureSampler"));
		AOVolumeTextureSRVParameter.Bind( Initializer.ParameterMap, TEXT("gAOVolumeTexture") );
	}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:9,代码来源:PostProcessLpvIndirect.cpp

示例12: FGlobalShader

	/** Initialization constructor. */
	FPostProcessTestImagePS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
		: FGlobalShader(Initializer)
		, ColorRemapShaderParameters(Initializer.ParameterMap)
	{
		PostprocessParameter.Bind(Initializer.ParameterMap);
		DeferredParameters.Bind(Initializer.ParameterMap);
		FrameNumber.Bind(Initializer.ParameterMap,TEXT("FrameNumber"));
		FrameTime.Bind(Initializer.ParameterMap,TEXT("FrameTime"));
	}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:10,代码来源:PostProcessTestImage.cpp

示例13: FGlobalShader

	/** Initialization constructor. */
	FPostProcessBokehDOFRecombinePS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
		: FGlobalShader(Initializer)
	{
		PostprocessParameter.Bind(Initializer.ParameterMap);
		DeferredParameters.Bind(Initializer.ParameterMap);
		DepthOfFieldParams.Bind(Initializer.ParameterMap,TEXT("DepthOfFieldParams"));
		SeparateTranslucencyResMultParam.Bind(Initializer.ParameterMap, TEXT("SeparateTranslucencyResMult"));
		LowResDepthTexture.Bind(Initializer.ParameterMap, TEXT("LowResDepthTexture"));
	}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:10,代码来源:PostProcessBokehDOFRecombine.cpp

示例14: FGlobalShader

	/** Initialization constructor. */
	FPostProcessMotionBlurPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
		: FGlobalShader(Initializer)
	{
		PostprocessParameter.Bind(Initializer.ParameterMap);
		DeferredParameters.Bind(Initializer.ParameterMap);
		PrevViewProjMatrix.Bind(Initializer.ParameterMap, TEXT("PrevViewProjMatrix"));
		TextureViewMad.Bind(Initializer.ParameterMap, TEXT("TextureViewMad"));
		MotionBlurParameters.Bind(Initializer.ParameterMap, TEXT("MotionBlurParameters"));
	}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:10,代码来源:PostProcessMotionBlur.cpp

示例15: FGlobalShader

	/** Initialization constructor. */
	FPostProcessSelectionOutlinePS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
		: FGlobalShader(Initializer)
	{
		PostprocessParameter.Bind(Initializer.ParameterMap);
		DeferredParameters.Bind(Initializer.ParameterMap);
		OutlineColor.Bind(Initializer.ParameterMap, TEXT("OutlineColor"));
		BSPSelectionIntensity.Bind(Initializer.ParameterMap, TEXT("BSPSelectionIntensity"));
		PostprocessInput1MS.Bind(Initializer.ParameterMap, TEXT("PostprocessInput1MS"));
		EditorRenderParams.Bind(Initializer.ParameterMap, TEXT("EditorRenderParams"));
		EditorPrimitivesStencil.Bind(Initializer.ParameterMap,TEXT("EditorPrimitivesStencil"));
	}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:12,代码来源:PostProcessSelectionOutline.cpp


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