Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessSelectionOutline.h
Marcus Wassmer 3b81cf8201 Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
autoresolved files
#rb none

[CL 14384911 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:43:27 -04:00

33 lines
877 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#if WITH_EDITOR
#include "ScreenPass.h"
#include "OverridePassSequence.h"
namespace Nanite
{
struct FRasterResults;
}
struct FSelectionOutlineInputs
{
// [Optional] Render to the specified output. If invalid, a new texture is created and returned.
FScreenPassRenderTarget OverrideOutput;
// [Required] The scene color to composite with selection outlines.
FScreenPassTexture SceneColor;
// [Required] The scene depth to composite with selection outlines.
FScreenPassTexture SceneDepth;
// [Required] Used when scene textures are required by the material.
FSceneTextureShaderParameters SceneTextures;
};
FScreenPassTexture AddSelectionOutlinePass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FSelectionOutlineInputs& Inputs, const Nanite::FRasterResults *NaniteRasterResults);
#endif