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

本文整理汇总了C++中FShaderResourceParameter::Bind方法的典型用法代码示例。如果您正苦于以下问题:C++ FShaderResourceParameter::Bind方法的具体用法?C++ FShaderResourceParameter::Bind怎么用?C++ FShaderResourceParameter::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FShaderResourceParameter的用法示例。


在下文中一共展示了FShaderResourceParameter::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: FGlobalShader

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

示例2: 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3: FGammaCorrectionPS

 /** Initialization constructor. */
 FGammaCorrectionPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
     : FGlobalShader(Initializer)
 {
     SceneTexture.Bind(Initializer.ParameterMap,TEXT("SceneColorTexture"));
     SceneTextureSampler.Bind(Initializer.ParameterMap,TEXT("SceneColorTextureSampler"));
     InverseGamma.Bind(Initializer.ParameterMap,TEXT("InverseGamma"));
     ColorScale.Bind(Initializer.ParameterMap,TEXT("ColorScale"));
     OverlayColor.Bind(Initializer.ParameterMap,TEXT("OverlayColor"));
 }
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:10,代码来源:ScenePostProcessing.cpp

示例4: FGlobalShader

	THZBBuildPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
		: FGlobalShader(Initializer)
	{
		InvSizeParameter.Bind( Initializer.ParameterMap, TEXT("InvSize") );
		InputUvFactorAndOffsetParameter.Bind( Initializer.ParameterMap, TEXT("InputUvFactorAndOffset") );
		InputViewportMaxBoundParameter.Bind( Initializer.ParameterMap, TEXT("InputViewportMaxBound") );
		SceneTextureParameters.Bind( Initializer.ParameterMap );
		TextureParameter.Bind( Initializer.ParameterMap, TEXT("Texture") );
		TextureParameterSampler.Bind( Initializer.ParameterMap, TEXT("TextureSampler") );
	}
开发者ID:dineshone,项目名称:UnrealGameEngine,代码行数:10,代码来源:SceneOcclusion.cpp

示例5: FGlobalShader

	FRTWriteMaskDecodeCS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
		: FGlobalShader(Initializer)
	{
		RTWriteMaskDimensions.Bind(Initializer.ParameterMap, TEXT("RTWriteMaskDimensions"));
		OutCombinedRTWriteMask.Bind(Initializer.ParameterMap, TEXT("OutCombinedRTWriteMask"));
		RTWriteMaskInput0.Bind(Initializer.ParameterMap, TEXT("RTWriteMaskInput0"));
		RTWriteMaskInput1.Bind(Initializer.ParameterMap, TEXT("RTWriteMaskInput1"));
		RTWriteMaskInput2.Bind(Initializer.ParameterMap, TEXT("RTWriteMaskInput2"));
		UtilizeMask.Bind(Initializer.ParameterMap, TEXT("UtilizeMask"));
	}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:10,代码来源:PostProcessDeferredDecals.cpp

示例6: 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

示例7: FGlobalShader

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

		if (bDrawingTile)
		{
			SourceTexture.Bind(Initializer.ParameterMap, TEXT("PostprocessInput0"));
			SourceTextureSampler.Bind(Initializer.ParameterMap, TEXT("PostprocessInput0Sampler"));
		}
	}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:13,代码来源:PostProcessVisualizeBuffer.cpp

示例8: FGlobalShader

	/** Initialization constructor. */
	FPostProcessHistogramReducePS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
		: FGlobalShader(Initializer)
	{
		PostprocessParameter.Bind(Initializer.ParameterMap);
		LoopSize.Bind(Initializer.ParameterMap, TEXT("LoopSize"));
		EyeAdaptationTexture.Bind(Initializer.ParameterMap, TEXT("EyeAdaptationTexture"));
		EyeAdapationTemporalParams.Bind(Initializer.ParameterMap, TEXT("EyeAdapationTemporalParams"));
	}
开发者ID:colwalder,项目名称:unrealengine,代码行数:9,代码来源:PostProcessHistogramReduce.cpp

示例9: FGlobalShader

	/** Initialization constructor. */
	FPostProcessSubsurfaceVisualizePS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
		: FGlobalShader(Initializer)
	{
		PostprocessParameter.Bind(Initializer.ParameterMap);
		DeferredParameters.Bind(Initializer.ParameterMap);
		MiniFontTexture.Bind(Initializer.ParameterMap, TEXT("MiniFontTexture"));
		SubsurfaceParameters.Bind(Initializer.ParameterMap);
	}
开发者ID:frobro98,项目名称:UnrealSource,代码行数:9,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. */
	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12: FPostProcessHistogramCS

 /** Initialization constructor. */
 FPostProcessHistogramCS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
     : FGlobalShader(Initializer)
 {
     PostprocessParameter.Bind(Initializer.ParameterMap);
     HistogramRWTexture.Bind(Initializer.ParameterMap, TEXT("HistogramRWTexture"));
     HistogramParameters.Bind(Initializer.ParameterMap, TEXT("HistogramParameters"));
     ThreadGroupCount.Bind(Initializer.ParameterMap, TEXT("ThreadGroupCount"));
     LeftTopOffset.Bind(Initializer.ParameterMap, TEXT("LeftTopOffset"));
     EyeAdaptationParams.Bind(Initializer.ParameterMap, TEXT("EyeAdaptationParams"));
 }
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:11,代码来源:PostProcessHistogram.cpp

示例13: FGlobalShader

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

		TextureScale.Bind(Initializer.ParameterMap, TEXT("TextureScale"));
		//check(TextureScaleLeft.IsBound());		

		TextureOffset.Bind(Initializer.ParameterMap, TEXT("TextureOffset"));
		//check(TextureOffsetRight.IsBound());

		TextureUVOffset.Bind(Initializer.ParameterMap, TEXT("TextureUVOffset"));
		//check(TextureUVOffset.IsBound());
			
		DistortionTextureParam.Bind(Initializer.ParameterMap, TEXT("DistortionTextureArray"));
		//check(DistortionTextureLeftParam.IsBound());		

		DistortionTextureSampler.Bind(Initializer.ParameterMap, TEXT("DistortionTextureSampler"));
		//check(DistortionTextureSampler.IsBound());		
	}
开发者ID:kidaa,项目名称:UnrealEngineVR,代码行数:22,代码来源:PostProcessMorpheus.cpp

示例14: FGlobalShader

	/** Initialization constructor. */
	FPostProcessVisualizeHDRPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
		: FGlobalShader(Initializer)
	{
		PostprocessParameter.Bind(Initializer.ParameterMap);
		EyeAdaptationParams.Bind(Initializer.ParameterMap, TEXT("EyeAdaptationParams"));
		MiniFontTexture.Bind(Initializer.ParameterMap, TEXT("MiniFontTexture"));
		InverseGamma.Bind(Initializer.ParameterMap,TEXT("InverseGamma"));

		ColorMatrixR_ColorCurveCd1.Bind(Initializer.ParameterMap, TEXT("ColorMatrixR_ColorCurveCd1"));
		ColorMatrixG_ColorCurveCd3Cm3.Bind(Initializer.ParameterMap, TEXT("ColorMatrixG_ColorCurveCd3Cm3"));
		ColorMatrixB_ColorCurveCm2.Bind(Initializer.ParameterMap, TEXT("ColorMatrixB_ColorCurveCm2"));
		ColorCurve_Cm0Cd0_Cd2_Ch0Cm1_Ch3.Bind(Initializer.ParameterMap, TEXT("ColorCurve_Cm0Cd0_Cd2_Ch0Cm1_Ch3"));
		ColorCurve_Ch1_Ch2.Bind(Initializer.ParameterMap, TEXT("ColorCurve_Ch1_Ch2"));
		ColorShadow_Luma.Bind(Initializer.ParameterMap, TEXT("ColorShadow_Luma"));
		ColorShadow_Tint1.Bind(Initializer.ParameterMap, TEXT("ColorShadow_Tint1"));
		ColorShadow_Tint2.Bind(Initializer.ParameterMap, TEXT("ColorShadow_Tint2"));
	}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:18,代码来源:PostProcessVisualizeHDR.cpp

示例15: FGlobalShader

	/** Initialization constructor. */
	FVisualizeTexturePresentPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
		: FGlobalShader(Initializer)
	{
		VisualizeTexture2D.Bind(Initializer.ParameterMap,TEXT("VisualizeTexture2D"));
		VisualizeTexture2DSampler.Bind(Initializer.ParameterMap,TEXT("VisualizeTexture2DSampler"));
	}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:7,代码来源:VisualizeTexture.cpp


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