You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
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]
36 lines
809 B
C++
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); |