// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "ScreenPass.h" #include "DebugViewModeHelpers.h" #include "OverridePassSequence.h" struct FVisualizeVirtualTextureInputs { // [Optional] Render to the specified output. If invalid, a new texture is created and returned. FScreenPassRenderTarget OverrideOutput; // [Required] The input scene color and view rect. FScreenPassTexture SceneColor; // [Required] The buffer generated by main pass rendering which contains debug data. FRDGBufferRef DebugBuffer; // [Required] The visualization mode. FName ModeName; // [Required] The table of colors used for visualization. TArrayView Colors; }; FScreenPassTexture AddVisualizeVirtualTexturePass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FVisualizeVirtualTextureInputs& Inputs);