Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessWeightedSampleSum.h
guillaume abadie 75058dbae3 Adds RENDERER_API to AddGaussianBlurPass for pluggins
#rb trivial
#preflight 61af8b6b643ecfe8b056e494

#ROBOMERGE-AUTHOR: guillaume.abadie
#ROBOMERGE-SOURCE: CL 18395973 in //UE5/Release-5.0/... via CL 18395991
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v896-18170469)

[CL 18395995 by guillaume abadie in ue5-release-engine-test branch]
2021-12-07 12:07:39 -05:00

34 lines
959 B
C

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "ScreenPass.h"
struct FGaussianBlurInputs
{
// Friendly names of the blur passes along the X and Y axis. Used for logging and profiling.
const TCHAR* NameX = nullptr;
const TCHAR* NameY = nullptr;
// The input texture to be filtered.
FScreenPassTexture Filter;
// The input texture to be added after filtering.
FScreenPassTexture Additive;
// The color to tint when filtering.
FLinearColor TintColor;
// Controls the cross shape of the blur, in both X / Y directions. See r.Bloom.Cross.
FVector2f CrossCenterWeight = FVector2f::ZeroVector;
// The filter kernel size in percentage of the screen.
float KernelSizePercent = 0.0f;
bool UseMirrorAddressMode = false;
};
using FGaussianBlurOutputs = FScreenPassTexture;
extern RENDERER_API FGaussianBlurOutputs AddGaussianBlurPass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FGaussianBlurInputs& Inputs);