Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessVisualizeLevelInstance.h
Ola Olsson b5be00c8cb Move Nanite over to using the SceneUniformBuffer instead of binding global scene arrays.
#rb wouter.dek
#preflight 64637022ad09cd1a2346dc7a

[CL 25487724 by Ola Olsson in ue5-main branch]
2023-05-16 08:13:57 -04:00

39 lines
943 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 FVisualizeLevelInstanceInputs
{
// [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 AddVisualizeLevelInstancePass(
FRDGBuilder& GraphBuilder,
const FViewInfo& View,
FSceneUniformBuffer &SceneUniformBuffer,
const FVisualizeLevelInstanceInputs& Inputs,
const Nanite::FRasterResults* NaniteRasterResults
);
#endif