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

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841 B
C

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "ScreenPass.h"
#include "DebugViewModeHelpers.h"
#include "OverridePassSequence.h"
struct FVisualizeVirtualTextureInputs
{
// [Optional] Render to the specified output. If invalid, a new texture is created and returned.
FScreenPassRenderTarget OverrideOutput;
// [Required] The input scene color and view rect.
FScreenPassTexture SceneColor;
// [Required] The buffer generated by main pass rendering which contains debug data.
FRDGBufferRef DebugBuffer;
// [Required] The visualization mode.
FName ModeName;
// [Required] The table of colors used for visualization.
TArrayView<const FLinearColor> Colors;
};
FScreenPassTexture AddVisualizeVirtualTexturePass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FVisualizeVirtualTextureInputs& Inputs);