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C++ FShaderCompilerEnvironment::SetDefine方法代码示例

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));
	}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:5,代码来源:PostProcessHMD.cpp

示例2: ModifyCompilationEnvironment

	static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
	{
		FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
		OutEnvironment.SetDefine(TEXT("METHOD"), Method);
	}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:5,代码来源:PostProcessNoiseBlur.cpp

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);
	}
开发者ID:johndpope,项目名称:UE4,代码行数:6,代码来源:PostProcessMaterial.cpp

示例4: ModifyCompilationEnvironment

	static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
	{
		FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
		OutEnvironment.SetDefine(TEXT("SSSS_SPECULAR_CORRECTION"), SpecularCorrection);
	}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:5,代码来源:PostProcessSubsurface.cpp

示例5: ModifyCompilationEnvironment

	static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
	{
		FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
		OutEnvironment.SetDefine(TEXT("ENABLE_NEAR_BLUR"), NearBlurEnable);
	}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:5,代码来源:PostProcessDOF.cpp

示例6: ModifyCompilationEnvironment

	static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
	{
		FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
		OutEnvironment.SetDefine(TEXT("FXAA_PRESET"), Quality - 1);
	}
开发者ID:colwalder,项目名称:unrealengine,代码行数:5,代码来源:PostProcessAA.cpp

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);
	}
开发者ID:dineshone,项目名称:UnrealGameEngine,代码行数:6,代码来源:SceneOcclusion.cpp

示例8: ModifyCompilationEnvironment

	static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
	{
		FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
		OutEnvironment.SetDefine(TEXT("NUM_COMPLEXITY_COLORS"), NumShaderComplexityColors);
	}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:5,代码来源:ShaderComplexityRendering.cpp

示例9: ModifyCompilationEnvironment

	static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
	{
		FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
		OutEnvironment.SetDefine( TEXT("MSAA_SAMPLE_COUNT"), MSAASampleCount);
	}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:5,代码来源:PostProcessSelectionOutline.cpp

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);
}
开发者ID:didixp,项目名称:Ark-Dev-Kit,代码行数:5,代码来源:SlateShaders.cpp

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));
	}
开发者ID:frobro98,项目名称:UnrealSource,代码行数:6,代码来源:PostProcessDOF.cpp

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);
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:5,代码来源:LightMapRendering.cpp

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);
	}
开发者ID:ErwinT6,项目名称:T6Engine,代码行数:6,代码来源:PostProcessSubsurface.cpp


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