// Copyright Epic Games, Inc. All Rights Reserved. #include "/Engine/Private/Common.ush" Texture2DArray InTexture; SamplerState InTextureSampler; int MipLevel; int ArraySlice; void MainMipLevel( FScreenVertexOutput Input, out float4 OutColor : SV_Target0 ) { OutColor = InTexture.SampleLevel(InTextureSampler, float3(Input.UV, ArraySlice), MipLevel); } void MainsRGBSourceMipLevel( FScreenVertexOutput Input, out float4 OutColor : SV_Target0 ) { OutColor = InTexture.SampleLevel(InTextureSampler, float3(Input.UV, ArraySlice), MipLevel); OutColor.rgb = pow( OutColor.rgb, 1.0f / 2.2f ); }