// Copyright Epic Games, Inc.All Rights Reserved. #pragma once #include "ScreenPass.h" class FScene; struct FMobileSeparateTranslucencyInputs { FScreenPassTexture SceneColor; FScreenPassTexture SceneDepthAux; FScreenPassTexture SceneDepth; }; void AddMobileSeparateTranslucencyPass(FRDGBuilder& GraphBuilder, FScene* Scene, const FViewInfo& View, const FMobileSeparateTranslucencyInputs& Inputs); // Returns whether separate translucency is enabled and there primitives to draw in the view bool IsMobileSeparateTranslucencyActive(const FViewInfo& View); bool IsMobileSeparateTranslucencyActive(const FViewInfo* Views, int32 NumViews);