// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #if WITH_EDITOR #include "ScreenPass.h" #include "SceneRenderTargetParameters.h" struct FPixelInspectorInputs { // [Optional] Render to the specified output. If invalid, a new texture is created and returned. FScreenPassRenderTarget OverrideOutput; // [Required] The tonemapped scene color. FScreenPassTexture SceneColor; // [Required] The scene color before tonemapping in HDR. FScreenPassTexture SceneColorBeforeTonemap; // [Required] The original scene color before processing. FScreenPassTexture OriginalSceneColor; }; FScreenPassTexture AddPixelInspectorPass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FPixelInspectorInputs& Inputs); #endif