Files
peter tarasenko 3e47468972 [Renderer], [nDisplay]: moving some 'Renderer module' headers from 'Private' to 'Internal' and removing references to the 'Private' directory in nDisplay modules.
- Renderer: The FXAA renderpass has been moved from private to internal.
- Renderer: The FSceneTextures structure from the IRendererModule::FOnResolvedSceneColor callback has been moved from private to internal.
- nDisplay: Removed references to the Private directory of the RendererModule

#jira UE-194423
#rb Alejandro.Arango, Vitalii.Boiko, Rod.Bogart, Ruslan.Idrisov, Eric.RenaudHoude, Joe.Kirchoff, Guillaume.Abadie

[CL 28489172 by peter tarasenko in ue5-main branch]
2023-10-04 23:51:52 -04:00

35 lines
720 B
C

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "ScreenPass.h"
#include "OverridePassSequence.h"
enum class EFXAAQuality : uint32
{
// Lowest Quality / Fastest
Q0,
Q1,
Q2,
Q3,
Q4,
Q5,
// Highest Quality / Slowest
MAX
};
EFXAAQuality GetFXAAQuality();
struct FFXAAInputs
{
// [Optional] Render to the specified output. If invalid, a new texture is created and returned.
FScreenPassRenderTarget OverrideOutput;
// [Required] HDR scene color to filter.
FScreenPassTexture SceneColor;
// FXAA filter quality.
EFXAAQuality Quality = EFXAAQuality::MAX;
};
FScreenPassTexture RENDERER_API AddFXAAPass(FRDGBuilder& GraphBuilder, const FSceneView& View, const FFXAAInputs& Inputs);