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