Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessAA.h
ryan durand 0f0464a30e Updating copyright for Engine Runtime.
#rnx
#rb none


#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870549 by ryan durand in Main branch]
2019-12-26 14:45:42 -05:00

35 lines
706 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 AddFXAAPass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FFXAAInputs& Inputs);