UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
PostProcessDeviceEncodingOnly.h
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1// Copyright Epic Games, Inc. All Rights Reserved.
2
3#pragma once
4
6#include "ScreenPass.h"
8#include "Math/Halton.h"
9
12 SHADER_PARAMETER(uint32, OutputDevice)
16
18
20{
21 // [Optional] Render to the specified output. If invalid, a new texture is created and returned.
23
24 // [Required] HDR scene color to tonemap.
26
27 // Whether to leave the final output in HDR.
28 bool bOutputInHDR = false;
29};
30
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition SharedPointer.h:127
FDeviceEncodingOnlyOutputDeviceParameters GetDeviceEncodingOnlyOutputDeviceParameters(const FSceneViewFamily &Family)
Definition PostProcessDeviceEncodingOnly.cpp:39
FScreenPassTexture AddDeviceEncodingOnlyPass(FRDGBuilder &GraphBuilder, const FViewInfo &View, const FDeviceEncodingOnlyInputs &Inputs)
Definition PostProcessDeviceEncodingOnly.cpp:164
#define BEGIN_SHADER_PARAMETER_STRUCT(StructTypeName, DllStorage)
Definition ShaderParameterMacros.h:1482
#define END_SHADER_PARAMETER_STRUCT()
Definition ShaderParameterMacros.h:1485
#define SHADER_PARAMETER(MemberType, MemberName)
Definition ShaderParameterMacros.h:1684
uint32_t uint32
Definition binka_ue_file_header.h:6
Definition RenderGraphBuilder.h:49
Definition SceneView.h:2212
Definition SceneRendering.h:1132
Definition PostProcessDeviceEncodingOnly.h:20
FScreenPassRenderTarget OverrideOutput
Definition PostProcessDeviceEncodingOnly.h:22
FScreenPassTexture SceneColor
Definition PostProcessDeviceEncodingOnly.h:25
Definition ScreenPass.h:83
Definition ScreenPass.h:41