// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "ScreenPass.h" class FSceneDownsampleChain; enum class EBloomQuality : uint32 { Disabled, Q1, Q2, Q3, Q4, Q5, MAX }; EBloomQuality GetBloomQuality(); FScreenPassTexture AddGaussianBloomPasses(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FSceneDownsampleChain* SceneDownsampleChain); struct FBloomSetupInputs { // [Required]: The intermediate scene color being processed. FScreenPassTexture SceneColor; // [Required]: The scene eye adaptation texture. FRDGTextureRef EyeAdaptationTexture = nullptr; // [Required]: The bloom threshold to apply. Must be >0. float Threshold = 0.0f; }; FScreenPassTexture AddBloomSetupPass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FBloomSetupInputs& Inputs);