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