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#rb christopher.waters #fyi charles.derousiers, steve.smith #jira none [CL 14523947 by zach bethel in ue5-main branch]
33 lines
895 B
C++
33 lines
895 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#if WITH_EDITOR
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#include "ScreenPass.h"
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#include "OverridePassSequence.h"
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namespace Nanite
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{
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struct FRasterResults;
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}
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struct FVisualizeLevelInstanceInputs
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{
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// [Optional] Render to the specified output. If invalid, a new texture is created and returned.
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FScreenPassRenderTarget OverrideOutput;
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// [Required] The scene color to composite with selection outlines.
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FScreenPassTexture SceneColor;
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// [Required] The scene depth to composite with selection outlines.
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FScreenPassTexture SceneDepth;
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// [Required] Used when scene textures are required by the material.
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FSceneTextureShaderParameters SceneTextures;
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};
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FScreenPassTexture AddVisualizeLevelInstancePass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FVisualizeLevelInstanceInputs& Inputs, const Nanite::FRasterResults *NaniteRasterResults);
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#endif
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