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    Class EyeAdaptationPass

    Eye adaptation effect based on color buffer luminance.

    Inheritance
    Singleton
    RendererPass
    EyeAdaptationPass
    Inherited Members
    RendererPassBase::_hasValidResources
    RendererPassBase::checkIfSkipPass()
    Object::DeleteObject(float timeToLive = 0.0f, bool useGameTime=false)
    Object::DeleteObjectNow()
    Object::Flags
    Singleton::Instance()
    RendererPassBase::invalidateResources()
    RendererPassBase::IsReady()
    Object::OnDeleteObject()
    RendererPassBase::RendererPassBase()
    Singleton::Singleton()
    Object::~Object()
    Singleton::~Singleton()
    Assembly: FlaxEngine.dll
    File: Engine/Renderer/EyeAdaptationPass.h
    Syntax
    public class EyeAdaptationPass : public RendererPass

    Methods

    Dispose()

    Cleanup service data.

    Declaration
    public virtual void Dispose() override
    Overrides
    RendererPassBase::Dispose()

    Init()

    Initialize service.

    Declaration
    public virtual bool Init() override
    Returns
    bool

    Overrides
    RendererPassBase::Init()

    Render(RenderContext& renderContext, GPUTexture* colorBuffer)

    Performs the eye adaptation effect.

    Declaration
    public void Render(RenderContext& renderContext, GPUTexture* colorBuffer)
    Parameters
    RenderContext renderContext

    The rendering context.

    GPUTexture colorBuffer

    The input and output color buffer to apply eye adaptation effect to it.

    setupResources()

    Declaration
    protected virtual bool setupResources() override
    Returns
    bool

    Overrides
    RendererPassBase::setupResources()

    ToString()

    Gets the string representation of this object.

    Declaration
    public virtual String ToString() const override
    Returns
    String

    Overrides
    Object::ToString()
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