How to access shaders from UCompositingElementTransform?

I’m unable to find any documentation about compose passes.
I’m unable to find any example.

The only think I know it works with RHI shaders.

UCLASS(BlueprintType, Blueprintable, meta = (DisplayName = "MYPLUGIN+ Pass"))
class MYPLUGINPLUS2COMPOSEPIPELINE_API UMYPLUGINPlus2ComposePipelineSettings : public UCompositingElementTransform
{
private:
	GENERATED_BODY()

public:
	UMYPLUGINPlus2ComposePipelineSettings();

	UPROPERTY(EditAnywhere, BlueprintReadWRite, Category = "MYPLUGIN+ Settings", meta = (ShowOnlyInnerProperties, DisplayAfter = "PassName", EditCondition = "bEnabled"))
	FMYPLUGINPlusMetadataSettings MYPLUGINPlusMetadataSettings;

public:
	//~ Begin UCompositingElementTransform interface
	virtual UTexture* ApplyTransform_Implementation(UTexture* Input, UComposurePostProcessingPassProxy* PostProcessProxy, ACameraActor* TargetCamera) override;
};