// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "ScreenPass.h" #include "OverridePassSequence.h" struct FVisualizeDOFInputs { // [Optional] Render to the specified output. If invalid, a new texture is created and returned. FScreenPassRenderTarget OverrideOutput; // [Required] The scene color to composite with DOF visualization. FScreenPassTexture SceneColor; // [Required] The scene depth to derive depth of field parameters. FScreenPassTexture SceneDepth; }; FScreenPassTexture AddVisualizeDOFPass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FVisualizeDOFInputs& Inputs);