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Code/Engine/RendererCore/Pipeline/Passes/BlendPass.h
31 строка
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Sanakan8472
Render Graph (#1948)
03 июн 2026, 10:19
Не верифицирован
03 июн 2026, 10:19
60bb12c
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#pragma once #include <RendererCore/Declarations.h> #include <RendererCore/Pipeline/RenderPipelinePass.h> #include <RendererCore/Shader/ConstantBufferStorage.h> #include <RendererCore/Shader/ShaderResource.h> /// Render pass that blends two input textures together. /// /// Linearly interpolates between two input textures using a blend factor. /// The output format matches InputA. Both inputs should have the same size and format. class EZ_RENDERERCORE_DLL ezBlendPass : public ezRenderPipelinePass { EZ_ADD_DYNAMIC_REFLECTION(ezBlendPass, ezRenderPipelinePass); public: ezBlendPass(); ~ezBlendPass(); virtual ezStatus AddRenderPasses(const ezViewData& viewData, const ezCamera& camera, ezRenderGraph& ref_graph, const ezArrayPtr<const ezRenderPipelinePinConnection> inputs, ezArrayPtr<ezRenderPipelinePinConnection> outputs) override; virtual ezResult Serialize(ezStreamWriter& inout_stream) const override; virtual ezResult Deserialize(ezStreamReader& inout_stream) override; protected: ezRenderPipelineNodeInputPin m_PinInputA; ///< First input texture. ezRenderPipelineNodeInputPin m_PinInputB; ///< Second input texture. ezRenderPipelineNodeOutputPin m_PinOutput; ///< Blended output. float m_fBlendFactor = 0.5f; ///< Blend factor between inputs (0 = full A, 1 = full B). ezShaderResourceHandle m_hShader; ///< Shader for blending operation. };