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

31 lines
923 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "OverridePassSequence.h"
class FEyeAdaptationParameters;
class FLocalExposureParameters;
struct FExposureFusionData;
struct FVisualizeLocalExposureInputs
{
// [Optional] Render to the specified output. If invalid, a new texture is created and returned.
FScreenPassRenderTarget OverrideOutput;
FScreenPassTexture SceneColor;
FScreenPassTexture HDRSceneColor;
FRDGBufferRef EyeAdaptationBuffer = nullptr;
const FEyeAdaptationParameters* EyeAdaptationParameters = nullptr;
const FLocalExposureParameters* LocalExposureParameters = nullptr;
FRDGTextureRef LumBilateralGridTexture = nullptr;
FRDGTextureRef BlurredLumTexture = nullptr;
FExposureFusionData* ExposureFusionData = nullptr;
};
FScreenPassTexture AddVisualizeLocalExposurePass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FVisualizeLocalExposureInputs& Inputs);