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类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"));
}
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") );
}
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"));
}
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") );
}
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"));
}
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"));
}
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"));
}
}
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"));
}
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);
}
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"));
}
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"));
}
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"));
}
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());
}
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"));
}
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"));
}