// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "RenderGraphFwd.h" class FEyeAdaptationParameters; class FSceneTextureParameters; class FViewInfo; struct FScreenPassTextureSlice; FRDGTextureRef AddHistogramPass( FRDGBuilder& GraphBuilder, const FViewInfo& View, const FEyeAdaptationParameters& EyeAdaptationParameters, FScreenPassTextureSlice SceneColor, const FSceneTextureParameters& SceneTextures, FRDGBufferRef EyeAdaptationBuffer); FRDGTextureRef AddLocalExposurePass( FRDGBuilder& GraphBuilder, const FViewInfo& View, const FEyeAdaptationParameters& EyeAdaptationParameters, FScreenPassTextureSlice SceneColor);