static void AddComputeShaderPass(FRDGBuilder &GraphBuilder, FGlobalShaderMap *ShaderMap, TShaderMapRef< TShaderClass > ComputeShader, typename TShaderClass::FParameters *Parameters, const FIntVector &TotalThreadSize)
static FRDGTextureRef CreateOutputTexture(FRDGBuilder &GraphBuilder, FRDGTextureRef SourceTexture, const TCHAR *DebugName=, EPixelFormat OverrideFormat=PF_Unknown, FIntPoint OverrideExtent=FIntPoint::ZeroValue, ETextureCreateFlags Flags=ETextureCreateFlags::UAV)