Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Internal/PostProcess/PostProcessInputs.h
wouter dek bfdedd954a Added viewfamily depth texture rendertarget.
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]
2024-03-25 05:44:38 -04:00

27 lines
715 B
C

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "TranslucentPassResource.h"
#include "PathTracingResources.h"
struct FPostProcessingInputs
{
TRDGUniformBufferRef<FSceneTextureUniformParameters> SceneTextures = nullptr;
FRDGTextureRef ViewFamilyTexture = nullptr;
FRDGTextureRef ViewFamilyDepthTexture = nullptr;
FRDGTextureRef CustomDepthTexture = nullptr;
FRDGTextureRef ExposureIlluminance = nullptr;
FTranslucencyViewResourcesMap TranslucencyViewResourcesMap;
FPathTracingResources PathTracingResources;
bool bSeparateCustomStencil = false;
void Validate() const
{
check(SceneTextures);
check(ViewFamilyTexture);
check(TranslucencyViewResourcesMap.IsValid());
}
};