// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "OverridePassSequence.h" class FEyeAdaptationParameters; struct FVisualizeHDRInputs { // [Optional] Render to the specified output. If invalid, a new texture is created and returned. FScreenPassRenderTarget OverrideOutput; FScreenPassTexture SceneColor; FScreenPassTexture SceneColorBeforeTonemap; FScreenPassTexture Luminance; FRDGTextureRef HistogramTexture = nullptr; FRDGBufferRef EyeAdaptationBuffer = nullptr; const FEyeAdaptationParameters* EyeAdaptationParameters = nullptr; }; FScreenPassTexture AddVisualizeHDRPass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FVisualizeHDRInputs& Inputs);