// Copyright Epic Games, Inc.All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "RenderGraphDefinitions.h" #include "SceneRendering.h" enum class EMobileSSRQuality; class FMobileSceneTextureUniformParameters; class FRDGBuilder; class FRHICommandListImmediate; class FScene; class FViewInfo; struct FRenderTargetBindingSlots; struct FSortedLightSetSceneInfo; extern int32 GMobileUseClusteredDeferredShading; void MobileDeferredShadingPass( FRHICommandList& RHICmdList, int32 ViewIndex, int32 NumViews, const FViewInfo& View, const FScene& Scene, const FSortedLightSetSceneInfo& SortedLightSet, const TArray& VisibleLightInfos, EMobileSSRQuality MobileSSRQuality, FRDGTextureRef DynamicBentNormalAOTexture = nullptr);