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

29 lines
810 B
C

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "ScreenPass.h"
/** The vertex data used to filter a texture. */
struct FDistortionVertex
{
FVector2f Position;
FVector2f TexR;
FVector2f TexG;
FVector2f TexB;
float VignetteFactor;
float TimewarpFactor;
};
struct FHMDDistortionInputs
{
// [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;
};
FScreenPassTexture AddDefaultHMDDistortionPass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FHMDDistortionInputs& Inputs);
FScreenPassTexture AddHMDDistortionPass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FHMDDistortionInputs& Inputs);