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

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#if WITH_EDITOR
#include "ScreenPass.h"
#include "OverridePassSequence.h"
namespace Nanite
{
struct FRasterResults;
}
struct FVisualizeLevelInstanceInputs
{
// [Optional] Render to the specified output. If invalid, a new texture is created and returned.
FScreenPassRenderTarget OverrideOutput;
// [Required] The scene color to composite with selection outlines.
FScreenPassTexture SceneColor;
// [Required] The scene depth to composite with selection outlines.
FScreenPassTexture SceneDepth;
// [Required] Used when scene textures are required by the material.
FSceneTextureShaderParameters SceneTextures;
};
FScreenPassTexture AddVisualizeLevelInstancePass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FVisualizeLevelInstanceInputs& Inputs, const Nanite::FRasterResults *NaniteRasterResults);
#endif