本文整理汇总了C++中FShaderCompilerEnvironment::SetDefine方法的典型用法代码示例。如果您正苦于以下问题:C++ FShaderCompilerEnvironment::SetDefine方法的具体用法?C++ FShaderCompilerEnvironment::SetDefine怎么用?C++ FShaderCompilerEnvironment::SetDefine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类FShaderCompilerEnvironment
的用法示例。
在下文中一共展示了FShaderCompilerEnvironment::SetDefine方法的13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: ModifyCompilationEnvironment
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
OutEnvironment.SetDefine(TEXT("USE_TIMEWARP"), uint32(bTimeWarp ? 1 : 0));
}
示例2: ModifyCompilationEnvironment
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
OutEnvironment.SetDefine(TEXT("METHOD"), Method);
}
示例3: ModifyCompilationEnvironment
static void ModifyCompilationEnvironment(EShaderPlatform Platform, const class FMaterial* Material, FShaderCompilerEnvironment& OutEnvironment)
{
FMaterialShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
OutEnvironment.SetDefine(TEXT("POST_PROCESS_MATERIAL"), 1);
}
示例4: ModifyCompilationEnvironment
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
OutEnvironment.SetDefine(TEXT("SSSS_SPECULAR_CORRECTION"), SpecularCorrection);
}
示例5: ModifyCompilationEnvironment
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
OutEnvironment.SetDefine(TEXT("ENABLE_NEAR_BLUR"), NearBlurEnable);
}
示例6: ModifyCompilationEnvironment
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
OutEnvironment.SetDefine(TEXT("FXAA_PRESET"), Quality - 1);
}
示例7: ModifyCompilationEnvironment
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
OutEnvironment.SetDefine( TEXT("STAGE"), Stage );
OutEnvironment.SetRenderTargetOutputFormat(0, PF_R32_FLOAT);
}
示例8: ModifyCompilationEnvironment
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
OutEnvironment.SetDefine(TEXT("NUM_COMPLEXITY_COLORS"), NumShaderComplexityColors);
}
示例9: ModifyCompilationEnvironment
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
OutEnvironment.SetDefine( TEXT("MSAA_SAMPLE_COUNT"), MSAASampleCount);
}
示例10: ModifyCompilationEnvironment
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);
}
示例11: ModifyCompilationEnvironment
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));
}
示例12: ModifyCompilationEnvironment
void FSelfShadowedCachedPointIndirectLightingPolicy::ModifyCompilationEnvironment(EShaderPlatform Platform, const FMaterial* Material, FShaderCompilerEnvironment& OutEnvironment)
{
OutEnvironment.SetDefine(TEXT("CACHED_POINT_INDIRECT_LIGHTING"),TEXT("1"));
FSelfShadowedTranslucencyPolicy::ModifyCompilationEnvironment(Platform, Material, OutEnvironment);
}
示例13: ModifyCompilationEnvironment
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Platform,OutEnvironment);
OutEnvironment.SetDefine(TEXT("SSS_DIRECTION"), Direction);
OutEnvironment.SetDefine(TEXT("SSS_SAMPLESET"), SampleSet);
}