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

44 lines
1.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#if WITH_EDITOR
#include "ScreenPass.h"
#include "OverridePassSequence.h"
#include "PostProcess/LensDistortion.h"
class FSceneUniformBuffer;
namespace Nanite
{
struct FRasterResults;
}
struct FSelectionOutlineInputs
{
// [Optional] Render to the specified output. If invalid, a new texture is created and returned.
FScreenPassRenderTarget OverrideOutput;
// [Required] The scene color to composite with selection outlines.
FScreenPassTexture SceneColor;
// [Required] The scene depth to composite with selection outlines.
FScreenPassTexture SceneDepth;
// [Required] Used when scene textures are required by the material.
FSceneTextureShaderParameters SceneTextures;
// [Optional] Lens distortion applied on the scene color.
FLensDistortionLUT LensDistortionLUT;
};
FScreenPassTexture AddSelectionOutlinePass(
FRDGBuilder& GraphBuilder,
const FViewInfo& View,
FSceneUniformBuffer &SceneUniformBuffer,
const FSelectionOutlineInputs& Inputs,
const Nanite::FRasterResults* NaniteRasterResults,
FRDGTextureRef& DepthStencilTexture);
#endif