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KF2-Dev-Scripts/Engine/Classes/SeqAct_SetDOFParams.uc

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2020-12-13 15:01:13 +00:00
/**
*
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class SeqAct_SetDOFParams extends SeqAct_Latent
native(Sequence);
/** exponent to apply to blur amount after it has been normalized to [0,1] */
var() float FalloffExponent;
/** affects the radius of the DepthOfField bohek / how blurry the scene gets */
var() float BlurKernelSize;
/** [0,1] value for clamping how much blur to apply to items in front of the focus plane */
var(BlurAmount) float MaxNearBlurAmount<DisplayName=MaxNear>;
/** [0,1] value for clamping how much blur to apply */
var(BlurAmount) float MinBlurAmount<DisplayName=Min>;
/** [0,1] value for clamping how much blur to apply to items behind the focus plane */
var(BlurAmount) float MaxFarBlurAmount<DisplayName=MaxFar>;
/** inner focus radius */
var() float FocusInnerRadius;
/** used when FOCUS_Distance is enabled */
var() float FocusDistance;
/** used when FOCUS_Position is enabled */
var() vector FocusPosition;
/** Time to interpolate values over */
var() float InterpolateSeconds;
/** Elapsed interpolation time */
var float InterpolateElapsed;
// Previous values, used in lerp()
var float OldFalloffExponent;
var float OldBlurKernelSize;
var float OldMaxNearBlurAmount;
var float OldMinBlurAmount;
var float OldMaxFarBlurAmount;
var float OldFocusInnerRadius;
var float OldFocusDistance;
var vector OldFocusPosition;
cpptext
{
void Activated();
void DeActivated();
virtual UBOOL UpdateOp(FLOAT DeltaTime);
};
defaultproperties
{
InterpolateElapsed = 0
InterpolateSeconds = 2
ObjName="Depth Of Field"
ObjCategory="Camera"
// typical settings
FocusDistance=600
FocusInnerRadius=600
FalloffExponent=4
BlurKernelSize=5
MaxNearBlurAmount=1
MinBlurAmount=0
MaxFarBlurAmount=1
InputLinks(0)=(LinkDesc="Enable")
InputLinks(1)=(LinkDesc="Disable")
}