// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #if WITH_EDITOR #include "ScreenPass.h" #include "OverridePassSequence.h" namespace Nanite { struct FRasterResults; } struct FVisualizeLevelInstanceInputs { // [Optional] Render to the specified output. If invalid, a new texture is created and returned. FScreenPassRenderTarget OverrideOutput; // [Required] The scene color to composite with selection outlines. FScreenPassTexture SceneColor; // [Required] The scene depth to composite with selection outlines. FScreenPassTexture SceneDepth; // [Required] Used when scene textures are required by the material. FSceneTextureShaderParameters SceneTextures; }; FScreenPassTexture AddVisualizeLevelInstancePass( FRDGBuilder& GraphBuilder, const FViewInfo& View, FSceneUniformBuffer &SceneUniformBuffer, const FVisualizeLevelInstanceInputs& Inputs, const Nanite::FRasterResults* NaniteRasterResults ); #endif