Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessVisualizeLocalExposure.h

25 lines
743 B
C
Raw Normal View History

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