45 lines
1.2 KiB
C
45 lines
1.2 KiB
C
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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PostProcessDOF.h: Post process Depth of Field implementation.
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=============================================================================*/
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#pragma once
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#include "CoreMinimal.h"
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#include "RendererInterface.h"
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#include "ScreenPass.h"
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FVector4f GetDepthOfFieldParameters(const FPostProcessSettings& PostProcessSettings);
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struct FMobileDofSetupInputs
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{
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FScreenPassTexture SceneColor;
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FScreenPassTexture SunShaftAndDof;
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bool bFarBlur = false;
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bool bNearBlur = false;
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};
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struct FMobileDofSetupOutputs
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{
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FScreenPassTexture DofSetupFar;
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FScreenPassTexture DofSetupNear;
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};
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// down sample and setup DOF input
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FMobileDofSetupOutputs AddMobileDofSetupPass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FMobileDofSetupInputs& Inputs);
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struct FMobileDofRecombineInputs
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{
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FScreenPassTexture SceneColor;
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FScreenPassTexture DofFarBlur;
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FScreenPassTexture DofNearBlur;
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FScreenPassTexture SunShaftAndDof;
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bool bFarBlur = false;
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bool bNearBlur = false;
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};
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FScreenPassTexture AddMobileDofRecombinePass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FMobileDofRecombineInputs& Inputs);
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