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UnrealEngine/Engine/Source/Runtime/Renderer/Private/OIT/OITParameters.h
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

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909 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "RendererInterface.h"
#include "ShaderParameters.h"
#include "RenderGraphResources.h"
// Uniform buffer used for translucent material shader
BEGIN_SHADER_PARAMETER_STRUCT(FOITBasePassUniformParameters, )
SHADER_PARAMETER(uint32, bOITEnable)
SHADER_PARAMETER(uint32, OITMethod)
SHADER_PARAMETER(uint32, MaxSideSamplePerPixel)
SHADER_PARAMETER(uint32, MaxSamplePerPixel)
SHADER_PARAMETER(float, TransmittanceThreshold)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RasterizerOrderedTexture2D<uint>, OutOITSampleCount)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2DArray<uint>, OutOITSampleData)
END_SHADER_PARAMETER_STRUCT()
class FViewInfo;
struct FOITData;
namespace OIT
{
void SetOITParameters(FRDGBuilder& GraphBuilder, const FViewInfo& View, FOITBasePassUniformParameters& OutOIT, const FOITData& InOITData);
}