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Code/Engine/RendererCore/Pipeline/Passes/TransparentForwardRenderPass.h
29 строк
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C-Core
Mesh decals fixes and unit tests (#1966)
18 июн 2026, 22:20
Не верифицирован
18 июн 2026, 22:20
e4ba71a
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#pragma once #include <RendererCore/Pipeline/Passes/ForwardRenderPass.h> /// Forward render pass that renders transparent objects with proper blending. /// /// Provides access to the scene color for refraction and distortion effects. class EZ_RENDERERCORE_DLL ezTransparentForwardRenderPass : public ezForwardRenderPass { EZ_ADD_DYNAMIC_REFLECTION(ezTransparentForwardRenderPass, ezForwardRenderPass); public: ezTransparentForwardRenderPass(const char* szName = "TransparentForwardRenderPass"); ~ezTransparentForwardRenderPass(); virtual ezStatus AddRenderPasses(const ezViewData& viewData, const ezCamera& camera, ezRenderGraph& ref_graph, const ezArrayPtr<const ezRenderPipelinePinConnection> inputs, ezArrayPtr<ezRenderPipelinePinConnection> outputs) override; protected: virtual void DeclareRenderObjectDependencies(ezRenderGraph& ref_graph, ezRenderGraphPassBuilder& ref_pass) override; virtual void RenderObjects(const ezRenderViewContext& renderViewContext) override; void CreateSamplerState(); ezRenderPipelineNodeInputPin m_PinResolvedDepth; ///< Optional resolved depth for soft particles. ezRenderPipelineNodeInputPin m_PinSSAO; ///< Optional SSAO input for ambient occlusion. ezRenderPipelineNodeInputPin m_PinShadowMasks; ///< Optional shadow mask input for deferred shadows. ezGALSamplerStateHandle m_hSceneColorSamplerState; ///< Sampler for scene color texture. };