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Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

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C

// 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);