Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessDOF.h
andrew davidson 57beb335f2 Merging //UE5/Dev-LargeWorldCoordinates [at] 17581892 to //UE5/Main
#ROBOMERGE-AUTHOR: andrew.davidson
#ROBOMERGE-SOURCE: CL 17595295 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v871-17566257)

[CL 17595306 by andrew davidson in ue5-release-engine-test branch]
2021-09-22 10:01:48 -04:00

45 lines
1.2 KiB
C

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PostProcessDOF.h: Post process Depth of Field implementation.
=============================================================================*/
#pragma once
#include "CoreMinimal.h"
#include "RendererInterface.h"
#include "ScreenPass.h"
FVector4f GetDepthOfFieldParameters(const FPostProcessSettings& PostProcessSettings);
struct FMobileDofSetupInputs
{
FScreenPassTexture SceneColor;
FScreenPassTexture SunShaftAndDof;
bool bFarBlur = false;
bool bNearBlur = false;
};
struct FMobileDofSetupOutputs
{
FScreenPassTexture DofSetupFar;
FScreenPassTexture DofSetupNear;
};
// down sample and setup DOF input
FMobileDofSetupOutputs AddMobileDofSetupPass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FMobileDofSetupInputs& Inputs);
struct FMobileDofRecombineInputs
{
FScreenPassTexture SceneColor;
FScreenPassTexture DofFarBlur;
FScreenPassTexture DofNearBlur;
FScreenPassTexture SunShaftAndDof;
bool bFarBlur = false;
bool bNearBlur = false;
};
FScreenPassTexture AddMobileDofRecombinePass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FMobileDofRecombineInputs& Inputs);