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27 lines
841 B
C++
27 lines
841 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "OverridePassSequence.h"
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class FEyeAdaptationParameters;
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class FLocalExposureParameters;
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struct FVisualizeLocalExposureInputs
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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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FScreenPassTexture SceneColor;
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FScreenPassTexture HDRSceneColor;
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FRDGBufferRef EyeAdaptationBuffer = nullptr;
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FRDGTextureRef LumBilateralGridTexture = nullptr;
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FRDGTextureRef BlurredLumTexture = nullptr;
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const FLocalExposureParameters* LocalExposureParameters = nullptr;
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const FEyeAdaptationParameters* EyeAdaptationParameters = nullptr;
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};
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FScreenPassTexture AddVisualizeLocalExposurePass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FVisualizeLocalExposureInputs& Inputs); |