// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "ScreenPass.h" #include "OverridePassSequence.h" class FSceneTextureParameters; struct FVisualizeGBufferHintsInputs { // [Optional] Render to the specified output. If invalid, a new texture is created and returned. FScreenPassRenderTarget OverrideOutput; // [Required] The scene color to composite with the gbuffer hint visualization. FScreenPassTexture SceneColor; // [Required] The original, unprocessed scene color to composite with the gbuffer hint visualization. FScreenPassTexture OriginalSceneColor; // [Required] The scene textures used to visualize gbuffer hints. TRDGUniformBufferRef SceneTextures = nullptr; }; FScreenPassTexture AddVisualizeGBufferHintsPass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FVisualizeGBufferHintsInputs& Inputs);