Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessVisualizeHDR.h
tiago costa ea47b8a49d Updated remaining shaders to use EyeAdaptationBuffer instead of Texture.
#jira none
#rb Guillaume.Abadie
#preflight 6389d42c9242c013261975a7

[CL 23370764 by tiago costa in ue5-main branch]
2022-12-02 05:37:29 -05:00

23 lines
669 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "OverridePassSequence.h"
class FEyeAdaptationParameters;
struct FVisualizeHDRInputs
{
// [Optional] Render to the specified output. If invalid, a new texture is created and returned.
FScreenPassRenderTarget OverrideOutput;
FScreenPassTexture SceneColor;
FScreenPassTexture SceneColorBeforeTonemap;
FRDGTextureRef HistogramTexture = nullptr;
FRDGBufferRef EyeAdaptationBuffer = nullptr;
const FEyeAdaptationParameters* EyeAdaptationParameters = nullptr;
};
FScreenPassTexture AddVisualizeHDRPass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FVisualizeHDRInputs& Inputs);