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UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessVisualizeHDR.h

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "OverridePassSequence.h"
class FEyeAdaptationParameters;
struct FVisualizeHDRInputs
{
// [Optional] Render to the specified output. If invalid, a new texture is created and returned.
FScreenPassRenderTarget OverrideOutput;
FScreenPassTexture SceneColor;
FScreenPassTexture SceneColorBeforeTonemap;
FRDGTextureRef HistogramTexture = nullptr;
FRDGTextureRef EyeAdaptationTexture = nullptr;
const FEyeAdaptationParameters* EyeAdaptationParameters = nullptr;
};
FScreenPassTexture AddVisualizeHDRPass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FVisualizeHDRInputs& Inputs);