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

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2020-12-13 15:01:13 +00:00
/**
* Copyright 2014 Tripwire Interactive. All Rights Reserved.
*
* Tripwire's custom postprocess effect, which replaces the UberPostProcessEffect.
*/
class TWPostProcessEffect extends PostProcessEffect
native
dependson(PostProcessVolume);
/* ***********************************************************************
* DEPTH OF FIELD
* ***********************************************************************/
/** Distance to focal plane, computed in native code */
var const transient float DOF_FocalDistance;
/** New parameters */
var(DepthOfField) float DOF_SharpRadius;
var(DepthOfField) float DOF_FocalRadius;
var(DepthOfField) float DOF_MinBlurSize;
var(DepthOfField) float DOF_MaxNearBlurSize;
var(DepthOfField) float DOF_MaxFarBlurSize;
var(DepthOfField) float DOF_ExpFalloff;
var(DepthOfField) float DOF_FG_SharpRadius;
var(DepthOfField) float DOF_FG_FocalRadius;
var(DepthOfField) float DOF_FG_MinBlurSize;
var(DepthOfField) float DOF_FG_MaxNearBlurSize;
var(DepthOfField) float DOF_FG_ExpFalloff;
/* ***********************************************************************
* MOTION BLUR
* ***********************************************************************/
/** Flag to enable tile-max motion blur */
var const transient bool MB_TileMaxEnabled;
/* ***********************************************************************
* BLOOM
* ***********************************************************************/
/** Scales the final bloom color before applying to the scene */
var(Bloom) float Bloom_Intensity;
/** Width multiplier for the blur kernel. Larger values equal width bloom. */
var(Bloom) float Bloom_Width;
/** During the bright-pass phase, the candidate color at each pixel is scaled by this
* value before applying the threshold. */
var(Bloom) float Bloom_Exposure;
/** Threshold value for determining which pixels contribute to bloom. Pixel colors
* are scaled by Exposure before applying the threshold. */
var(Bloom) float Bloom_Threshold;
/** Multiplies against the bloom color. */
var(Bloom) color Bloom_Tint;
/**
* Scene color luminance must be less than this to receive bloom.
* This behaves like Photoshop's screen blend mode and prevents over-saturation from adding bloom to already bright areas.
* The default value of 1 means that a pixel with a luminance of 1 won't receive any bloom, but a pixel with a luminance of .5 will receive half bloom.
*/
var(Bloom) float Bloom_ScreenBlendThreshold;
/* ***********************************************************************
* COLOR GRADING
* ***********************************************************************/
var(ColorGrading) vector SceneShadows<DisplayName=Shadows>;
/** */
var(ColorGrading) vector SceneHighLights<DisplayName=HighLights>;
/** */
var(ColorGrading) vector SceneMidTones<DisplayName=MidTones>;
/** */
var(ColorGrading) float SceneDesaturation<DisplayName=Desaturation>;
/** */
var(ColorGrading) vector SceneColorize<DisplayName=Colorize>;
/* ***********************************************************************
* TONE MAPPING
* ***********************************************************************/
/** Allows to specify the tone mapper function which maps HDR colors into the LDR color range. */
var(Tonemapper) ETonemapperType TonemapperType;
/**
* This tonemapper property allows to specify the HDR brightness value that is mapping to the maximum LDR value.
* Brighter values will be mapped to white (good values are in the range 2 to 16). Only affects the "Customizable"
* tonemapper.
*/
var(Tonemapper) float TonemapperRange;
/**
* This tonemapper property allows to adjust the mapping of the darker colors (tonemapper toe).
* As the adjustment is independent per color channel it can introduce slight shifts color and saturation changes.
* Only affects the "Customizable" tonemapper.
* 0=linear .. 1=crushed darks (more filmic)
*/
var(Tonemapper) float TonemapperToeFactor<DisplayName=ToeFactor>;
/**
* Scale the input for the tonemapper. Only used if a tonemapper is specified.
* >=0, 0:black, 1(default), >1 brighter
*/
var(Tonemapper) float TonemapperScale;
/** Film-grain noise intensity */
var(Noise) float NoiseIntensity;
/* ***********************************************************************
* ANTIALIASING
* ***********************************************************************/
/** Only used if PostProcessAAType is MLAA */
var(AntiAliasing) float EdgeDetectionThreshold;
/** Allows to specify the postprocess antialiasing method (affects quality and performace). */
var(AntiAliasing) EPostProcessAAType PostProcessAAType;
/* ***********************************************************************
* DISTANCE FOG
* ***********************************************************************/
/** Distance from the camera at which the fog kicks in (World Space Units) */
var(DistanceFog) float Fog_Start_Distance<DisplayName=Start Distance | UIMin=0.0 | ClampMin=0.0>;
/** Distance from the camera at which max fog kicks in (World Space Units).
This is the distance at which the interp ends - max fog will be in effect past this distance.
This should be greater than Fog Start Distance.
*/
var(DistanceFog) float Fog_MaxStrength_Distance<DisplayName=MaxStrength Distance | UIMin=0.0 | ClampMin=0.0>;
/** Distance at which the perlin noise based fog animation will give way to a solid fog color.
This should be greater than Fog Start Distance. Clamp at 30000 uu as noise samples get bunched together
at a distance creating a salt and pepper pattern since the sampling is not perspective correct
*/
var(DistanceFog) float Fog_AnimationCutoff_Distance<UIMin=0.0 | ClampMin=0.0 | ClampMax=30000.0>;
/** 0-1 value that controls how much fog to apply. 0 - No fog, 1 - Full fog */
var(DistanceFog) float Fog_Intensity<DisplayName=Intensity | UIMin=0.0 | UIMax=1.0>;
/** 0-1 value that specifies the lower bound on the amount of fog. This will be modulated by Fog_Intesity. */
var(DistanceFog) float Fog_MinAmount<DisplayName=Min Fog | UIMin=0.0 | UIMax=1.0>;
/** Fog Color */
var(DistanceFog) color Fog_Color<DisplayName=Color>;
cpptext
{
// UPostProcessEffect interface
/**
* Creates a proxy to represent the render info for a post process effect
* @param WorldSettings - The world's post process settings for the view.
* @return The proxy object.
*/
virtual class FPostProcessSceneProxy* CreateSceneProxy(const FPostProcessSettings* WorldSettings);
// UObject interface
/**
* Called after this instance has been serialized. TWPostProcessEffect should only
* ever exists in the SDPG_PostProcess scene
*/
virtual void PostLoad();
/**
* Called when properties change. TWPostProcessEffect should only
* ever exists in the SDPG_PostProcess scene
*/
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
/**
* Tells the SceneRenderer is this effect includes the uber post process.
*/
virtual UBOOL IncludesUberpostprocess() const
{
return TRUE;
}
/**
* This allows to print a warning when the effect is used.
*/
virtual void OnPostProcessWarning(FString& OutWarning) const
{
// we don't want to output any warning but derive from a effect that might do that.
}
/**
* @param View - current view
* @return TRUE if the effect should be rendered
*/
virtual UBOOL IsShown(const FSceneView* View) const
{
// The TWPostProcessEffect needs to be rendered even if bloom and
// depth of field are disabled since it also contains desaturation,
// tone mapping, etc.
return UPostProcessEffect::IsShown(View);
}
}
defaultproperties
{
DOF_FocalDistance=1000.0
DOF_SharpRadius=500.0
DOF_FocalRadius=1000.0
DOF_MinBlurSize=1.25
DOF_MaxNearBlurSize=4.0
DOF_MaxFarBlurSize=8.0
DOF_ExpFalloff=1.0
DOF_FG_SharpRadius=10.0
DOF_FG_FocalRadius=10.0
DOF_FG_MinBlurSize=1.0
DOF_FG_MaxNearBlurSize=2.0
DOF_FG_ExpFalloff=1.0
MB_TileMaxEnabled=true
Bloom_Intensity=1.05
Bloom_Width=4
Bloom_Exposure=1.25
Bloom_Threshold=0.6
Bloom_Tint=(R=255,G=255,B=255)
Bloom_ScreenBlendThreshold=10
Fog_Start_Distance=0.0
Fog_MaxStrength_Distance=10000.0
Fog_AnimationCutoff_Distance=8000.0
Fog_Intensity=0.3
Fog_Color=(R=255, G=255, B=255)
SceneShadows=(X=0.0,Y=0.0,Z=-0.003);
SceneHighLights=(X=0.8,Y=0.8,Z=0.8);
SceneMidTones=(X=1.3,Y=1.3,Z=1.3);
SceneDesaturation=0.4;
SceneColorize=(X=1,Y=1,Z=1);
TonemapperScale=1.0;
TonemapperRange=8;
TonemapperToeFactor=1;
EdgeDetectionThreshold=12.0
PostProcessAAType=PostProcessAA_Off
NoiseIntensity=1.0
}