Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessVisualizeBuffer.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

51 lines
1.6 KiB
C

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "OverridePassSequence.h"
// Returns whether the gbuffer visualization pass needs to render on screen.
bool IsVisualizeGBufferOverviewEnabled(const FViewInfo& View);
// Returns whether the gubffer visualization pass needs to dump targets to files.
bool IsVisualizeGBufferDumpToFileEnabled(const FViewInfo& View);
// Returns whether the gbuffer visualization pass needs to dump to a pipe.
bool IsVisualizeGBufferDumpToPipeEnabled(const FViewInfo& View);
// Returns whether the gbuffer visualization pass should output in floating point format.
bool IsVisualizeGBufferInFloatFormat();
struct FVisualizeGBufferOverviewInputs
{
FScreenPassRenderTarget OverrideOutput;
// The current scene color being processed.
FScreenPassTexture SceneColor;
// The HDR scene color immediately before tonemapping is applied.
FScreenPassTexture SceneColorBeforeTonemap;
// The scene color immediately after tonemapping is applied.
FScreenPassTexture SceneColorAfterTonemap;
// The separate translucency texture to composite.
FScreenPassTexture SeparateTranslucency;
// The original scene velocity texture to composite.
FScreenPassTexture Velocity;
/** The uniform buffer containing all scene textures. */
FSceneTextureShaderParameters SceneTextures;
// Dump targets to files on disk.
bool bDumpToFile = false;
// Render an overview of the GBuffer targets.
bool bOverview = false;
// Whether to emit outputs in HDR.
bool bOutputInHDR = false;
};
FScreenPassTexture AddVisualizeGBufferOverviewPass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FVisualizeGBufferOverviewInputs& Inputs);