// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "ScreenPass.h" BEGIN_SHADER_PARAMETER_STRUCT(FColorRemapParameters, ) SHADER_PARAMETER(FVector3f, MappingPolynomial) END_SHADER_PARAMETER_STRUCT() FColorRemapParameters GetColorRemapParameters(); bool PipelineVolumeTextureLUTSupportGuaranteedAtRuntime(EShaderPlatform Platform); FRDGTextureRef AddCombineLUTPass(FRDGBuilder& GraphBuilder, const FViewInfo& View);