// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "OverridePassSequence.h" class FEyeAdaptationParameters; class FLocalExposureParameters; struct FExposureFusionData; struct FVisualizeLocalExposureInputs { // [Optional] Render to the specified output. If invalid, a new texture is created and returned. FScreenPassRenderTarget OverrideOutput; FScreenPassTexture SceneColor; FScreenPassTexture HDRSceneColor; FRDGBufferRef EyeAdaptationBuffer = nullptr; const FEyeAdaptationParameters* EyeAdaptationParameters = nullptr; const FLocalExposureParameters* LocalExposureParameters = nullptr; FRDGTextureRef LumBilateralGridTexture = nullptr; FRDGTextureRef BlurredLumTexture = nullptr; FExposureFusionData* ExposureFusionData = nullptr; }; FScreenPassTexture AddVisualizeLocalExposurePass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FVisualizeLocalExposureInputs& Inputs);