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UnrealEngine/Engine/Source/Runtime/Renderer/Internal/PostProcess/PostProcessAA.h
2025-05-18 13:04:45 +08:00

35 lines
720 B
C

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "ScreenPass.h"
#include "OverridePassSequence.h"
enum class EFXAAQuality : uint32
{
// Lowest Quality / Fastest
Q0,
Q1,
Q2,
Q3,
Q4,
Q5,
// Highest Quality / Slowest
MAX
};
EFXAAQuality GetFXAAQuality();
struct FFXAAInputs
{
// [Optional] Render to the specified output. If invalid, a new texture is created and returned.
FScreenPassRenderTarget OverrideOutput;
// [Required] HDR scene color to filter.
FScreenPassTexture SceneColor;
// FXAA filter quality.
EFXAAQuality Quality = EFXAAQuality::MAX;
};
FScreenPassTexture RENDERER_API AddFXAAPass(FRDGBuilder& GraphBuilder, const FSceneView& View, const FFXAAInputs& Inputs);