本文整理汇总了C++中FShaderCompilerEnvironment::SetRenderTargetOutputFormat方法的典型用法代码示例。如果您正苦于以下问题:C++ FShaderCompilerEnvironment::SetRenderTargetOutputFormat方法的具体用法?C++ FShaderCompilerEnvironment::SetRenderTargetOutputFormat怎么用?C++ FShaderCompilerEnvironment::SetRenderTargetOutputFormat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::SetRenderTargetOutputFormat方法的3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, const FMaterial* Material, FShaderCompilerEnvironment& OutEnvironment )
{
FMaterialShader::ModifyCompilationEnvironment(Platform, Material, OutEnvironment);
OutEnvironment.SetRenderTargetOutputFormat(0, PF_G16R16);
}
示例2: ModifyCompilationEnvironment
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
OutEnvironment.SetRenderTargetOutputFormat(0, PF_A32B32G32R32F);
}
示例3: ModifyCompilationEnvironment
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
OutEnvironment.SetDefine( TEXT("STAGE"), Stage );
OutEnvironment.SetRenderTargetOutputFormat(0, PF_R32_FLOAT);
}