Files
UnrealEngineUWP/Engine/Source/Editor/PixelInspector/PixelInspectorModule.Build.cs
guillaume abadie 177f4ab1ba Relands 30686253: Implements a SceneColorBeforeBloom post process material location.
Artists don't actually have a post process material location in linear color space that has all the geometry composed in in linear color space before the tonemaper. Therefor this CL implements a post process material location in between motion blur and bloom. With TAAU & TSR, this means running display resolution, as well as requiring dedicated downsample passes running after.

#rb peter.tarasenko

[CL 30692747 by guillaume abadie in ue5-main branch]
2024-01-18 14:42:51 -05:00

54 lines
1.1 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class PixelInspectorModule : ModuleRules
{
public PixelInspectorModule(ReadOnlyTargetRules Target) : base(Target)
{
PublicDependencyModuleNames.AddRange
(
new string[] {
"Core",
"InputCore",
"CoreUObject",
"RHI",
"RenderCore",
"Slate",
"Engine",
"UnrealEd",
"PropertyEditor",
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"ColorManagement",
"Renderer",
}
);
PrivateIncludePathModuleNames.AddRange(
new string[] {
"LevelEditor"
}
);
if (Target.bBuildEditor == true)
{
PrivateDependencyModuleNames.AddRange(
new string[] {
"EditorFramework",
"SlateCore",
}
);
CircularlyReferencedDependentModules.AddRange(
new string[] {
"UnrealEd"
}
);
}
}
}