Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessBloomSetup.h
guillaume abadie 2e85f24b98 Reland 18322673: Moves the bloom's intensity to be applied before writing to the bloom rdg texture
This allows lens flares to work with FFT bloom without introducing additional memory bandwidth costs in the tonemapper.

#rb none
#preflight 61a63600361aa0b85b3c506b

#ROBOMERGE-AUTHOR: guillaume.abadie
#ROBOMERGE-SOURCE: CL 18324910 via CL 18374616 via CL 18374634
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)

[CL 18374649 by guillaume abadie in ue5-release-engine-test branch]
2021-12-03 17:20:45 -05:00

36 lines
809 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "ScreenPass.h"
class FSceneDownsampleChain;
enum class EBloomQuality : uint32
{
Disabled,
Q1,
Q2,
Q3,
Q4,
Q5,
MAX
};
EBloomQuality GetBloomQuality();
FScreenPassTexture AddGaussianBloomPasses(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FSceneDownsampleChain* SceneDownsampleChain);
struct FBloomSetupInputs
{
// [Required]: The intermediate scene color being processed.
FScreenPassTexture SceneColor;
// [Required]: The scene eye adaptation texture.
FRDGTextureRef EyeAdaptationTexture = nullptr;
// [Required]: The bloom threshold to apply. Must be >0.
float Threshold = 0.0f;
};
FScreenPassTexture AddBloomSetupPass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FBloomSetupInputs& Inputs);