// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "ScreenPass.h" #include "PostProcess/LensDistortion.h" enum class EVisualizeMotionVectors : uint8 { ReprojectionAlignment, HasPixelAnimationFlag, }; struct FVisualizeMotionVectorsInputs { // [Optional] Render to the specified output. If invalid, a new texture is created and returned. FScreenPassRenderTarget OverrideOutput; FScreenPassTexture SceneColor; FScreenPassTexture SceneDepth; FScreenPassTexture SceneVelocity; // [Optional] Lens distortion applied on the scene color. FLensDistortionLUT LensDistortionLUT; }; FScreenPassTexture AddVisualizeMotionVectorsPass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FVisualizeMotionVectorsInputs& Inputs, EVisualizeMotionVectors Visualize);