65 lines
1.9 KiB
Ucode
65 lines
1.9 KiB
Ucode
/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class MotionBlurEffect extends PostProcessEffect
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native;
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/** Maximum blur velocity amount. This is a clamp on the amount of blur. */
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var() float MaxVelocity;
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/** This is a scale that could be considered as the "sensitivity" of the blur. */
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var() float MotionBlurAmount;
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/** Whether everything (static/dynamic objects) should motion blur or not. If disabled, only moving objects may blur. */
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var() bool FullMotionBlur;
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/** Threshhold for when to turn off motion blur when the camera rotates swiftly during a single frame (in degrees). */
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var() float CameraRotationThreshold;
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/** Threshhold for when to turn off motion blur when the camera translates swiftly during a single frame (in world units). */
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var() float CameraTranslationThreshold;
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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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/**
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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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* @return TRUE if the effect requires the uber post process
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*/
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virtual UBOOL RequiresUberpostprocess() 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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OutWarning = TEXT("Warning: MotionBlur should no longer be used, use Uberpostprocess instead.");
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}
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}
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defaultproperties
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{
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MotionBlurAmount = 0.5f;
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MaxVelocity = 1.0f;
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FullMotionBlur = true;
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CameraRotationThreshold = 90.0f;
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CameraTranslationThreshold = 10000.0f;
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bShowInEditor = false;
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}
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