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未命名 2024-05-10 16:30:16
void AddPostProcessingPasses(  
    FRDGBuilder& GraphBuilder,  
    const FViewInfo& View,   
int32 ViewIndex,  
    FSceneUniformBuffer& SceneUniformBuffer,  
    bool bAnyLumenActive,  
    bool bLumenGIEnabled,  
    EReflectionsMethod ReflectionsMethod,  
    const FPostProcessingInputs& Inputs,  
    const Nanite::FRasterResults* NaniteRasterResults,  
    FInstanceCullingManager& InstanceCullingManager,  
    FVirtualShadowMapArray* VirtualShadowMapArray,   
FLumenSceneFrameTemporaries& LumenFrameTemporaries,  
    const FSceneWithoutWaterTextures& SceneWithoutWaterTextures,  
    FScreenPassTexture TSRMoireInput)  
{  
    RDG_CSV_STAT_EXCLUSIVE_SCOPE(GraphBuilder, RenderPostProcessing);  
    QUICK_SCOPE_CYCLE_COUNTER(STAT_PostProcessing_Process);  
  
    check(IsInRenderingThread());  
    check(View.VerifyMembersChecks());  
    Inputs.Validate();  
  
    FScene* Scene = View.Family->Scene->GetRenderScene();  
  
    const FIntRect PrimaryViewRect = View.ViewRect;  
  
    const FSceneTextureParameters SceneTextureParameters = GetSceneTextureParameters(GraphBuilder, Inputs.SceneTextures);  
  
    const FScreenPassRenderTarget ViewFamilyOutput = FScreenPassRenderTarget::CreateViewFamilyOutput(Inputs.ViewFamilyTexture, View);  
    const FScreenPassTexture SceneDepth(SceneTextureParameters.SceneDepthTexture, PrimaryViewRect);  
    const FScreenPassTexture CustomDepth(Inputs.CustomDepthTexture, PrimaryViewRect);  
    const FScreenPassTexture Velocity(SceneTextureParameters.GBufferVelocityTexture, PrimaryViewRect);  
    const FScreenPassTexture BlackDummy(GSystemTextures.GetBlackDummy(GraphBuilder));  
    const FTranslucencyPassResources& PostDOFTranslucencyResources = Inputs.TranslucencyViewResourcesMap.Get(ETranslucencyPass::TPT_TranslucencyAfterDOF);  
    const FTranslucencyPassResources& PostMotionBlurTranslucencyResources = Inputs.TranslucencyViewResourcesMap.Get(ETranslucencyPass::TPT_TranslucencyAfterMotionBlur);

OutlinePass