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Made SceneCaptureComponent optional for usage internal in the renderer. Added depth output to the nanite wireframe pass. #rb Josie.Yang #jira UE-161691 [CL 32465967 by wouter dek in ue5-main branch]
27 lines
715 B
C
27 lines
715 B
C
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "TranslucentPassResource.h"
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#include "PathTracingResources.h"
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struct FPostProcessingInputs
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{
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TRDGUniformBufferRef<FSceneTextureUniformParameters> SceneTextures = nullptr;
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FRDGTextureRef ViewFamilyTexture = nullptr;
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FRDGTextureRef ViewFamilyDepthTexture = nullptr;
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FRDGTextureRef CustomDepthTexture = nullptr;
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FRDGTextureRef ExposureIlluminance = nullptr;
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FTranslucencyViewResourcesMap TranslucencyViewResourcesMap;
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FPathTracingResources PathTracingResources;
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bool bSeparateCustomStencil = false;
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void Validate() const
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{
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check(SceneTextures);
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check(ViewFamilyTexture);
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check(TranslucencyViewResourcesMap.IsValid());
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}
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};
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