// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "ScreenPass.h" #include "OverridePassSequence.h" enum class ESMAAQuality : uint32 { // Lowest Quality / Fastest Q0, Q1, Q2, Q3, // Highest Quality / Slowest MAX }; ESMAAQuality GetSMAAQuality(); struct FSMAAInputs { // [Optional] Render to the specified output. If invalid, a new texture is created and returned. FScreenPassRenderTarget OverrideOutput; // [Required] HDR scene color to filter. FScreenPassTexture SceneColor; FScreenPassTexture SceneColorBeforeTonemap; // FXAA filter quality. ESMAAQuality Quality = ESMAAQuality::MAX; }; FScreenPassTexture RENDERER_API AddSMAAPasses(FRDGBuilder& GraphBuilder, const FSceneView& View, const FSMAAInputs& Inputs);