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