Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessVisualizeLocalExposure.h
tiago costa f9ba9ad447 Moved Local Exposure parameters from FEyeAdaptationParameters into a separate FLocalExposureParameters.
#jira UE-177099
#rb none

[CL 26700668 by tiago costa in ue5-main branch]
2023-07-31 04:55:01 -04:00

27 lines
841 B
C++

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