// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "ScreenPass.h" #include "OverridePassSequence.h" class FSceneTextureParameters; struct FVisualizeShadingModelInputs { // [Optional] Render to the specified output. If invalid, a new texture is created and returned. FScreenPassRenderTarget OverrideOutput; // [Required] The scene color to composite with the shading model visualization. FScreenPassTexture SceneColor; // [Required] The scene textures used to visualize shading models. TRDGUniformBufferRef SceneTextures = nullptr; }; FScreenPassTexture AddVisualizeShadingModelPass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FVisualizeShadingModelInputs& Inputs);