// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "TranslucentPassResource.h" #include "PathTracingResources.h" struct FPostProcessingInputs { TRDGUniformBufferRef 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()); } };