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

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964 B
C

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "ScreenPass.h"
struct FGaussianBlurInputs
{
// Friendly names of the blur passes along the X and Y axis. Used for logging and profiling.
const TCHAR* NameX = nullptr;
const TCHAR* NameY = nullptr;
// The input texture to be filtered.
FScreenPassTextureSlice Filter;
// The input texture to be added after filtering.
FScreenPassTexture Additive;
// The color to tint when filtering.
FLinearColor TintColor;
// Controls the cross shape of the blur, in both X / Y directions. See r.Bloom.Cross.
FVector2f CrossCenterWeight = FVector2f::ZeroVector;
// The filter kernel size in percentage of the screen.
float KernelSizePercent = 0.0f;
bool UseMirrorAddressMode = false;
};
using FGaussianBlurOutputs = FScreenPassTexture;
extern RENDERER_API FGaussianBlurOutputs AddGaussianBlurPass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FGaussianBlurInputs& Inputs);