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KF2-Dev-Scripts/Engine/Classes/UberPostProcessEffect.uc
2020-12-13 18:01:13 +03:00

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8.0 KiB
Ucode

/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*
* Uber post process effect
*
*/
class UberPostProcessEffect extends DOFBloomMotionBlurEffect
native
dependson(PostProcessVolume);
/** */
var(Scene) vector SceneShadows<DisplayName=Shadows>;
/** */
var(Scene) vector SceneHighLights<DisplayName=HighLights>;
/** */
var(Scene) vector SceneMidTones<DisplayName=MidTones>;
/** */
var(Scene) float SceneDesaturation<DisplayName=Desaturation>;
/** */
var(Scene) vector SceneColorize<DisplayName=Colorize>;
/** Allows to specify the tone mapper function which maps HDR colors into the LDR color range. */
var(Tonemapper) enum ETonemapperType
{
Tonemapper_Off<DisplayName=Off>,
Tonemapper_Filmic<DisplayName=Filmic>,
Tonemapper_Customizable<DisplayName=Customizable>,
} 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;
/**
* The radius of the soft edge for motion blur. A value bigger than 0 enables the soft edge motion blur. The method improves motion blur
* by blurring the silhuette of moving objects. The method works in screen space. Therefore the performance of the method only depends
* on screen size, not on the object/vertex/triangle count.
*/
var(MotionBlur) float MotionBlurSoftEdgeKernelSize<DisplayName=SoftEdgeKernelSize>;
/** Whether the image grain (noise) is enabled, to fight 8 bit quantization artifacts and to simulate film grain (scaled by SceneImageGrainScale) */
var(Scene) bool bEnableImageGrain;
/** Image grain scale, only affects the darks, >=0, 0:none, 1(strong) should be less than 1 */
var(Scene) float SceneImageGrainScale;
/**
* To adjust the bloom to get an extra inner, more sharp glow.
* 0=off
* If this feature is used, it might costs additional performance depending on the bloom radius.
* However in some cases it might get faster as the bigger radius is done in lower resolution.
* The actual weight is computed as the ratio between all bloom weights.
*/
var(Bloom, Shape) float BloomWeightSmall<DisplayName=Weight Small>;
/**
* To adjust the bloom shape to reduce the extra inner and outer weight.
* Should be bigger than 0.
* However in some cases it might get faster as the bigger radius is done in lower resolution.
* The actual weight is computed as the ratio between all bloom weights.
*/
var(Bloom, Shape) float BloomWeightMedium<DisplayName=Weight Medium>;
/**
* To adjust the bloom to get an extra outer, more wide spread glow.
* 0=off
* If this feature is used, it might costs additional performance depending on the bloom radius.
* However in some cases it might get faster as the bigger radius is done in lower resolution.
* The actual weight is computed as the ratio between all bloom weights.
*/
var(Bloom, Shape) float BloomWeightLarge<DisplayName=Weight Large>;
/**
* Scales the small kernel size. A good number is in the range from 0.1 to 0.5.
* This property is only used if BloomWeightSmall specifies some weight.
*/
var(Bloom, Shape) float BloomSizeScaleSmall<DisplayName=Size Multiplier Small>;
/**
* Scales the medium kernel size. A good number is in the range from 0.5 to 1.5.
*/
var(Bloom, Shape) float BloomSizeScaleMedium<DisplayName=Size Multiplier Medium>;
/**
* Scales the large kernel size. A good number is in the range from 2 to 4.
* This property is only used if BloomWeightLarge specifies some weight.
*/
var(Bloom, Shape) float BloomSizeScaleLarge<DisplayName=Size Multiplier Large>;
/** affects BlurKernelSize, the attribute is scaled depending on the view size */
var(PostProcessEffect) bool bScaleEffectsWithViewSize;
/** Only used if PostProcessAAType is MLAA */
var(PostprocessAntiAliasing) float EdgeDetectionThreshold;
/** Allows to specify the postprocess antialiasing method (affects quality and performace). */
var(PostprocessAntiAliasing) enum EPostProcessAAType
{
PostProcessAA_Off<DisplayName=Off>,
PostProcessAA_FXAA0<DisplayName=FXAA0>, // NVIDIA 1 pass LQ PS3 and Xbox360 specific optimizations
PostProcessAA_FXAA1<DisplayName=FXAA1>, // NVIDIA 1 pass LQ
PostProcessAA_FXAA2<DisplayName=FXAA2>, // NVIDIA 1 pass LQ
PostProcessAA_FXAA3<DisplayName=FXAA3>, // NVIDIA 1 pass HQ
PostProcessAA_FXAA4<DisplayName=FXAA4>, // NVIDIA 1 pass HQ
PostProcessAA_FXAA5<DisplayName=FXAA5>, // NVIDIA 1 pass HQ
PostProcessAA_MLAA<DisplayName=MLAA>, // AMD 3 pass, requires extra render targets
} PostProcessAAType;
/** LUTBlender parameters used last frame. */
var const native transient LUTBlender PreviousLUTBlender;
var deprecated bool bEnableHDRTonemapper;
var deprecated float SceneHDRTonemapperScale;
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. UberPostProcessEffect should only
* ever exists in the SDPG_PostProcess scene
*/
virtual void PostLoad();
/**
* Called when properties change. UberPostProcessEffect 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.
}
#ifdef __TW
/**
* @param View - current view
* @return TRUE if the effect should be rendered
*/
virtual UBOOL IsShown(const FSceneView* View) const
{
// The UberPostProcessEffect 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);
}
#endif
}
//
// The UberPostProcessingEffect performs DOF, Bloom, Material (Sharpen/Desaturate) and Tone Mapping
//
// For the DOF and Bloom parameters see DOFAndBloomEffect.uc. The Material parameters are used as
// follows:
//
// Color0 = ((InputColor - SceneShadows) / SceneHighLights) ^ SceneMidTones
// Color1 = Luminance(Color0)
//
// OutputColor = Color0 * (1 - SceneDesaturation) + Color1 * SceneDesaturation
// OutputColor *= Colorize
defaultproperties
{
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);
bEnableHDRTonemapper=FALSE;
bEnableImageGrain=FALSE;
SceneHDRTonemapperScale=1.0;
TonemapperScale=1.0;
SceneImageGrainScale=0.02;
TonemapperRange=8;
TonemapperToeFactor=1;
BloomWeightSmall=0
BloomWeightMedium=1
BloomWeightLarge=0
BloomSizeScaleSmall=0.25
BloomSizeScaleMedium=1
BloomSizeScaleLarge=3
// for backwards compatibility we keep it off by default
bScaleEffectsWithViewSize=false
EdgeDetectionThreshold=12.0
PostProcessAAType=PostProcessAA_Off
}