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- Converted to RDG. - Converted mobile to use subresource transitions instead of awkward ping-ponging between render targets. - Merged duplicate code paths between mobile / desktop. - Eliminated FReflectionScratchCubemaps singleton in favor of explicit resource marshalling. #preflight 623cdecc573f51b292c9c84a #rb christopher.waters [CL 19513281 by zach bethel in ue5-main branch]
20 lines
812 B
C++
20 lines
812 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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=============================================================================*/
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#pragma once
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#include "CoreMinimal.h"
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#include "RHI.h"
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#include "Math/SHMath.h"
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#include "ScenePrivate.h"
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namespace MobileReflectionEnvironmentCapture
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{
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void ComputeAverageBrightness(FRDGBuilder& GraphBuilder, FGlobalShaderMap* ShaderMap, FRDGTexture* CubemapTexture, float* OutAverageBrightness);
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FRDGTexture* FilterReflectionEnvironment(FRDGBuilder& GraphBuilder, FGlobalShaderMap* ShaderMap, FRDGTexture* CubemapTexture, FSHVectorRGB3* OutIrradianceEnvironmentMap);
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void CopyToSkyTexture(FRDGBuilder& GraphBuilder, FScene* Scene, FRDGTexture* CubemapTexture, FTexture* ProcessedTexture);
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}
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