// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "ScreenPass.h" namespace AlphaInvert { // Pass per view version, used in the desktop renderer. struct FAlphaInvertInputs { // [Optional] Render to the specified output. If invalid, a new texture is created and returned. FScreenPassRenderTarget OverrideOutput; // [Required] The input scene color and view rect. FScreenPassTexture SceneColor; }; FScreenPassTexture AddAlphaInvertPass(class FRDGBuilder& GraphBuilder, const class FViewInfo& View, const struct FAlphaInvertInputs& Inputs); // Single pass version, used in the mobile renderer. void AddAlphaInvertPass(FRDGBuilder& GraphBuilder, const FViewInfo& View, FSceneTextures& SceneTextures); }