38 lines
761 B
C
38 lines
761 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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enum class ESMAAQuality : uint32
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{
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// Lowest Quality / Fastest
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Q0,
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Q1,
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Q2,
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Q3,
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// Highest Quality / Slowest
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MAX
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};
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ESMAAQuality GetSMAAQuality();
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struct FSMAAInputs
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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] HDR scene color to filter.
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FScreenPassTexture SceneColor;
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FScreenPassTexture SceneColorBeforeTonemap;
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// FXAA filter quality.
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ESMAAQuality Quality = ESMAAQuality::MAX;
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};
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FScreenPassTexture RENDERER_API AddSMAAPasses(FRDGBuilder& GraphBuilder, const FSceneView& View, const FSMAAInputs& Inputs);
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