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

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743 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "ScreenPass.h"
#include "OverridePassSequence.h"
class FSceneTextureParameters;
struct FVisualizeShadingModelInputs
{
// [Optional] Render to the specified output. If invalid, a new texture is created and returned.
FScreenPassRenderTarget OverrideOutput;
// [Required] The scene color to composite with the shading model visualization.
FScreenPassTexture SceneColor;
// [Required] The scene textures used to visualize shading models.
TRDGUniformBufferRef<FSceneTextureUniformParameters> SceneTextures = nullptr;
};
FScreenPassTexture AddVisualizeShadingModelPass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FVisualizeShadingModelInputs& Inputs);