UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
PostProcessWeightedSampleSum.h
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1// Copyright Epic Games, Inc. All Rights Reserved.
2
3#pragma once
4
5#include "ScreenPass.h"
6
8{
9 // Friendly names of the blur passes along the X and Y axis. Used for logging and profiling.
10 const TCHAR* NameX = nullptr;
11 const TCHAR* NameY = nullptr;
12
13 // The input texture to be filtered.
15
16 // The input texture to be added after filtering.
18
19 // The color to tint when filtering.
21
22 // Controls the cross shape of the blur, in both X / Y directions. See r.Bloom.Cross.
24
25 // The filter kernel size in percentage of the screen.
26 float KernelSizePercent = 0.0f;
27
29};
30
32
FPlatformTypes::TCHAR TCHAR
Either ANSICHAR or WIDECHAR, depending on whether the platform supports wide characters or the requir...
Definition Platform.h:1135
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition SharedPointer.h:127
RENDERER_API FGaussianBlurOutputs AddGaussianBlurPass(FRDGBuilder &GraphBuilder, const FViewInfo &View, const FGaussianBlurInputs &Inputs)
Definition PostProcessWeightedSampleSum.cpp:467
Definition RenderGraphBuilder.h:49
Definition SceneRendering.h:1132
Definition PostProcessWeightedSampleSum.h:8
float KernelSizePercent
Definition PostProcessWeightedSampleSum.h:26
const TCHAR * NameX
Definition PostProcessWeightedSampleSum.h:10
const TCHAR * NameY
Definition PostProcessWeightedSampleSum.h:11
bool UseMirrorAddressMode
Definition PostProcessWeightedSampleSum.h:28
FLinearColor TintColor
Definition PostProcessWeightedSampleSum.h:20
FScreenPassTexture Additive
Definition PostProcessWeightedSampleSum.h:17
FScreenPassTextureSlice Filter
Definition PostProcessWeightedSampleSum.h:14
FVector2f CrossCenterWeight
Definition PostProcessWeightedSampleSum.h:23
Definition Color.h:48
Definition ScreenPass.h:65
Definition ScreenPass.h:41
static CORE_API const TVector2< float > ZeroVector
Definition Vector2D.h:63