1314 lines
49 KiB
Ucode
1314 lines
49 KiB
Ucode
/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*
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* Used to affect post process settings in the game and editor.
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*/
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class PostProcessVolume extends Volume
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native
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placeable
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dependson(DOFEffect)
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hidecategories(Advanced,Collision,Volume,Brush,Attachment);
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/** LUT Blender for efficient Color Grading (LUT: color look up table, RGB_new = LUT[RGB_old]) blender. */
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struct native LUTBlender
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{
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// is emptied at end of each frame, each value stored need to be unique, the value 0 is used for neutral
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var array<Texture> LUTTextures;
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// is emptied at end of each frame
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var array<float> LUTWeights;
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/** Whether this LUTBlender contains new parameters and should regenerate the LUT Texture. */
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var const native transient bool bHasChanged;
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structcpptext
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{
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/** constructor, by default not even the Neutral element is defined */
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FLUTBlender();
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UBOOL IsLUTEmpty() const;
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/** new = lerp(old, Rhs, Weight) (main thread only)
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*
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* @param Texture 0 is a valid entry and is used for neutral
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* @param Weight 0..1
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*/
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void LerpTo(UTexture* Texture, float Weight);
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/** resolve to one LUT (render thread only)*/
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const FTextureRHIRef ResolveLUT(class FViewInfo& View, const struct ColorTransformMaterialProperties& ColorTransform);
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/** use compute shader to resolve LUT */
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const FTextureRHIRef ComputeLUT(class FViewInfo& View, const struct ColorTransformMaterialProperties& ColorTransform);
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/** Is updated every frame if GColorGrading is set to debug mode, empty if not */
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static UBOOL GetDebugInfo(FString& Out);
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void CopyToRenderThread(FLUTBlender& Dest) const;
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/**
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* Check if the parameters are different, compared to the previous LUT Blender parameters.
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*/
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void CheckForChanges( const FLUTBlender& PreviousLUTBlender );
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/**
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* Whether this LUTBlender contains new parameters and should regenerate the LUT Texture.
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*/
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UBOOL HasChanged() const
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{
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return bHasChanged;
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}
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/**
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* Clean the container and adds the neutral LUT.
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* should be called after the render thread copied the data
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*/
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void Reset();
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private:
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/**
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*
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* @param Texture 0 is used for the neutral LUT
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*/
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void SetLUT(UTexture *Texture);
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/**
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* add a LUT to the ones that are blended together
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*
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* @param Texture can be 0 then the call is ignored
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* @param Weight 0..1
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*/
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void PushLUT(UTexture* Texture, float Weight);
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/** @return 0xffffffff if not found */
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UINT FindIndex(UTexture* Tex) const;
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/** @return count */
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UINT GenerateFinalTable(FTexture* OutTextures[], float OutWeights[], UINT MaxCount) const;
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}
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};
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struct native MobileColorGradingParams
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{
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/** Number of seconds to transition between different mobile color grading settings. */
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var() float TransitionTime;
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/**
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* Controls how much color grading goes into the final pixel
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* (0.0 = no color grading, 1.0 = 100%)
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*/
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var() float Blend;
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/**
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* Holds the desaturation amount
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* (0.0 = no desaturation, 1.0 = fully desaturated)
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*/
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var() float Desaturation;
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/** Controls strength of highlights */
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var() LinearColor Highlights;
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/** Controls strength of mid tones */
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var() LinearColor MidTones;
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/** Controls strength of shadows */
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var() LinearColor Shadows;
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structdefaultproperties
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{
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TransitionTime=1.0
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Blend=0.0
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Desaturation=0.0
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Highlights=(R=0.7,G=0.7,B=0.7)
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MidTones=(R=0.0,G=0.0,B=0.0)
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Shadows=(R=0.0,G=0.0,B=0.0)
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}
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};
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struct native MobilePostProcessSettings
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{
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/** Determines if BlurAmount variable will be overridden. */
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var bool bOverride_Mobile_BlurAmount;
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/** Determines if Mobile_TransitionTime variable will be overridden. */
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var bool bOverride_Mobile_TransitionTime;
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/** Determines if Bloom_Scale variable will be overridden. */
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var bool bOverride_Mobile_Bloom_Scale;
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/** Determines if Bloom_Threshold variable will be overridden. */
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var bool bOverride_Mobile_Bloom_Threshold;
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/** Determines if Bloom_Tint variable will be overridden. */
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var bool bOverride_Mobile_Bloom_Tint;
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/** Determines if DOF_Distance variable will be overridden. */
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var bool bOverride_Mobile_DOF_Distance;
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/** Determines if DOF_MinRange variable will be overridden. */
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var bool bOverride_Mobile_DOF_MinRange;
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/** Determines if DOF_MaxRange variable will be overridden. */
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var bool bOverride_Mobile_DOF_MaxRange;
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//@HSL_BEGIN_XBOX
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/** Determines if DOF_Distance variable will be overridden. */
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var bool bOverride_Mobile_DOF_NearBlurFactor;
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/** Determines if DOF_Distance variable will be overridden. */
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//@HSL_END_XBOX
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var bool bOverride_Mobile_DOF_FarBlurFactor;
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/** Amount to blur the scene for mobile post-process effects (Bloom, DOF) */
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var() interp float Mobile_BlurAmount<editcondition=bOverride_Mobile_BlurAmount>;
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/** Number of seconds to transition between different post-process settings. */
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var() float Mobile_TransitionTime<editcondition=bOverride_Mobile_TransitionTime>;
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/** Scale for the blooming. */
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var(Bloom) interp float Mobile_Bloom_Scale<editcondition=bOverride_Mobile_Bloom_Scale>;
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/** Bloom threshold (0.0 - 1.0). */
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var(Bloom) interp float Mobile_Bloom_Threshold<editcondition=bOverride_Mobile_Bloom_Threshold>;
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/** Bloom tint color. */
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var(Bloom) interp linearcolor Mobile_Bloom_Tint<editcondition=bOverride_Mobile_Bloom_Tint>;
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/** Distance from the camera to the center of the DOF focus, in Unreal units. */
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var(DOF) interp float Mobile_DOF_Distance<editcondition=bOverride_Mobile_DOF_Distance>;
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/** Range of the fully focused region around the DOF center, along the depth axis. */
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var(DOF) interp float Mobile_DOF_MinRange<editcondition=bOverride_Mobile_DOF_MinRange>;
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/** Range of the fully and partially focused region around the DOF center, along the depth axis. */
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var(DOF) interp float Mobile_DOF_MaxRange<editcondition=bOverride_Mobile_DOF_MaxRange>;
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//@HSL_BEGIN_XBOX
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/** Blurriness of the near region (0.0 - 1.0). */
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var(DOF) interp float Mobile_DOF_NearBlurFactor<editcondition=bOverride_Mobile_DOF_NearBlurFactor>;
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/** Blurriness of the far region (0.0 - 1.0). */
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var(DOF) interp float Mobile_DOF_FarBlurFactor<editcondition=bOverride_Mobile_DOF_FarBlurFactor>;
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//@HSL_END_XBOX
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structcpptext
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{
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/* default constructor, for script, values are overwritten by serialization after that */
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FMobilePostProcessSettings()
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{}
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/* second constructor, supposed to be used by C++ */
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FMobilePostProcessSettings(INT A)
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{
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bOverride_Mobile_BlurAmount = FALSE;
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bOverride_Mobile_TransitionTime = FALSE;
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bOverride_Mobile_Bloom_Scale = FALSE;
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bOverride_Mobile_Bloom_Threshold = FALSE;
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bOverride_Mobile_Bloom_Tint = FALSE;
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bOverride_Mobile_DOF_Distance = FALSE;
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bOverride_Mobile_DOF_MinRange = FALSE;
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bOverride_Mobile_DOF_MaxRange = FALSE;
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//@HSL_BEGIN_XBOX
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bOverride_Mobile_DOF_NearBlurFactor = FALSE;
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//@HSL_END_XBOX
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bOverride_Mobile_DOF_FarBlurFactor = FALSE;
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Mobile_BlurAmount = 16.0f;
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Mobile_TransitionTime = 1.0f;
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Mobile_Bloom_Scale = 0.5f;
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Mobile_Bloom_Threshold = 0.75f;
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Mobile_Bloom_Tint = FLinearColor::White;
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Mobile_DOF_Distance = 1500.0f;
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Mobile_DOF_MinRange = 600.0f;
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Mobile_DOF_MaxRange = 1200.0f;
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//@HSL_BEGIN_XBOX
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Mobile_DOF_NearBlurFactor = 1.0f;
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//@HSL_END_XBOX
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Mobile_DOF_FarBlurFactor = 1.0f;
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}
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}
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structdefaultproperties
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{
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Mobile_BlurAmount=16.0
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Mobile_TransitionTime=1.0
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Mobile_Bloom_Scale=0.5
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Mobile_Bloom_Threshold=0.75
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Mobile_Bloom_Tint=(R=1.0,G=1.0,B=1.0)
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Mobile_DOF_Distance=1500.0
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Mobile_DOF_MinRange=600.0
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Mobile_DOF_MaxRange=1200.0
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//@HSL_BEGIN_XBOX
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Mobile_DOF_NearBlurFactor=1.0
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//@HSL_END_XBOX
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Mobile_DOF_FarBlurFactor=1.0
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}
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};
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`if(`__TW_POSTPROCESS_)
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struct native TWPostProcessSettings
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{
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/** Whether the post process volume is allowed to override the DOF_FocalDistance setting */
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var bool bOverride_DOF_FocalDistance;
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/** Fixed distance to the in-focus plane */
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var(DepthOfField) interp float DOF_FocalDistance<editcondition=bOverride_DOF_FocalDistance>;
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/** Whether the post process volume is allowed to override the DOF_SharpRadius setting */
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var bool bOverride_DOF_SharpRadius;
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/** [World] World-unit radius around the focal point that is unblurred. */
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var(DepthOfField) interp float DOF_SharpRadius<editcondition=bOverride_DOF_SharpRadius>;
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/** Whether the post process volume is allowed to override the DOF_FocalRadius setting */
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var bool bOverride_DOF_FocalRadius;
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/** [World] World-unit focal radius that defines how far away from the focal plane ( +/- sharp radius ) the maximum far/near blur radius is reached. */
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var(DepthOfField) interp float DOF_FocalRadius<editcondition=bOverride_DOF_FocalRadius>;
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/** Whether the post process volume is allowed to override the DOF_MinBlurSize setting */
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var bool bOverride_DOF_MinBlurSize;
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/** [World] Minimum blur size. */
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var(DepthOfField) interp float DOF_MinBlurSize<editcondition=bOverride_DOF_MinBlurSize>;
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/** Whether the post process volume is allowed to override the DOF_MaxNearBlurSize setting */
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var bool bOverride_DOF_MaxNearBlurSize;
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/** [World] Maximum blur size for near-field (objects closer than focal point). */
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var(DepthOfField) interp float DOF_MaxNearBlurSize<editcondition=bOverride_DOF_MaxNearBlurSize>;
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/** Whether the post process volume is allowed to override the DOF_MaxFarBlurSize setting */
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var bool bOverride_DOF_MaxFarBlurSize;
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/** [World] Maximum blur size for far-field (objects more distance than focal point). */
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var(DepthOfField) interp float DOF_MaxFarBlurSize<editcondition=bOverride_DOF_MaxFarBlurSize>;
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/** Whether the post process volume is allowed to override the DOF_ExpFalloff setting */
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var bool bOverride_DOF_ExpFalloff;
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/** [World] Exponent that is used to transition to max blur size inside the focal radius. */
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/** 1 -> linear transition */
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/** > 1 slower than linear transition */
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/** < 1 faster than linear transition */
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var(DepthOfField) interp float DOF_ExpFalloff<editcondition=bOverride_DOF_ExpFalloff>;
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/** Foreground versions of above settings. Deliberately not exposed. These are set by weapon directly */
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var float DOF_FG_SharpRadius;
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var float DOF_FG_FocalRadius;
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var float DOF_FG_MinBlurSize;
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var float DOF_FG_MaxNearBlurSize;
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var float DOF_FG_ExpFalloff;
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/** Whether the post process volume is allowed to override the Bloom_Intensity setting */
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var bool bOverride_Bloom_Intensity;
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/** Scales the final bloom color before applying to the scene */
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var(Bloom) interp float Bloom_Intensity<editcondition=bOverride_Bloom_Intensity>;
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/** Whether the post process volume is allowed to override the Bloom_Width setting */
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var bool bOverride_Bloom_Width;
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/** Width multiplier for the blur kernel. Larger values equal width bloom. */
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var(Bloom) interp float Bloom_Width<editcondition=bOverride_Bloom_Width>;
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/** Whether the post process volume is allowed to override the Bloom_Exposure setting */
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var bool bOverride_Bloom_Exposure;
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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) interp float Bloom_Exposure<editcondition=bOverride_Bloom_Exposure>;
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/** Whether the post process volume is allowed to override the Bloom_Threshold setting */
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var bool bOverride_Bloom_Threshold;
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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) interp float Bloom_Threshold<editcondition=bOverride_Bloom_Threshold>;
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/** Duration over which to interpolate values to. */
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var float Bloom_InterpolationDuration;
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/** Controls the film-grain noise intensity (TW post process effect only) */
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var(Noise) interp float NoiseIntensity;
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/** Whether the post process volume is allowed to override the Fog_Start_Distance setting from previously set value e.g. through WorldSettings */
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var bool bOverride_Fog_Start_Distance;
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/** Distance from the camera at which the fog kicks in (World Space Units) */
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var(DistanceFog) interp float Fog_Start_Distance<UIMin=0.0 | ClampMin=0.0 | editcondition=bOverride_Fog_Start_Distance>;
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/** Whether the post process volume is allowed to override the Fog_MaxStrength_Distance setting from previously set value e.g. through WorldSettings */
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var bool bOverride_Fog_MaxStrength_Distance;
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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) interp float Fog_MaxStrength_Distance<UIMin=0.0 | ClampMin=0.0 | editcondition=bOverride_Fog_MaxStrength_Distance>;
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/** Whether the post process volume is allowed to override the Fog_AnimationCutoff_Distance setting from previously set value e.g. through WorldSettings */
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var bool bOverride_Fog_AnimationCutoff_Distance;
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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) interp float Fog_AnimationCutoff_Distance<UIMin=0.0 | ClampMin=0.0 | ClampMax=30000.0 | editcondition=bOverride_Fog_AnimationCutoff_Distance>;
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/** Whether the post process volume is allowed to override the Fog_Intensity setting from previously set value e.g. through WorldSettings */
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var bool bOverride_Fog_Intensity;
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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) interp float Fog_Intensity<UIMin=0.0 | UIMax=1.0 | ClampMin=0.0 | ClampMax=1.0 | editcondition=bOverride_Fog_Intensity>;
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/** Whether the post process volume is allowed to override the Fog_MinAmount setting from previously set value e.g. through WorldSettings */
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var bool bOverride_Fog_MinAmount;
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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) interp float Fog_MinAmount<UIMin=0.0 | UIMax=1.0 | ClampMin=0.0 | ClampMax=1.0 | editcondition=bOverride_Fog_MinAmount>;
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/** Whether the post process volume is allowed to override the Fog_Color setting from previously set value e.g. through WorldSettings */
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var bool bOverride_Fog_Color;
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/** Fog Color */
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var(DistanceFog) LinearColor Fog_Color<editcondition=bOverride_Fog_Color>;
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/** Duration over which to interpolate values to */
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var float Fog_InterpolationDuration;
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/** Whether to use tile-max motion blur */
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var bool MB_TileMaxEnabled;
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/** If gameplay is overriding DOF setting */
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var bool bForceGameplayDOF;
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/** If gameplay is override Bloom setting */
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var bool bForceGameplayBloom;
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/** If gameplay is overriding Image grain intensity */
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var bool bForceGameplayImageGrain;
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/** If gameplay is applying a tint to separate translucency */
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var bool bForceGameplayTranslucencyTint;
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/** Whether reflections should be allowed or not */
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var(Reflections) bool bEnableScreenSpaceReflections;
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/** Whether full-screen blur is enabled */
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var bool bBlurEnabled;
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/** Full-screen blur strength */
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var float BlurStrength;
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structcpptext
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{
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/* default constructor, for script, values are overwritten by serialization after that */
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FTWPostProcessSettings()
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{}
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/* second constructor, supposed to be used by C++ */
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FTWPostProcessSettings(INT A)
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{
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DOF_FocalDistance=1000.0f;
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DOF_SharpRadius=800.0f;
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DOF_FocalRadius=1200.0f;
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DOF_MinBlurSize=0.0f;
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DOF_MaxNearBlurSize=0.0f;
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DOF_MaxFarBlurSize=0.0f;
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DOF_ExpFalloff=1.0f;
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DOF_FG_SharpRadius=75.0f;
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DOF_FG_FocalRadius=150.0f;
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DOF_FG_MinBlurSize=0.0f;
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DOF_FG_MaxNearBlurSize=0.0f;
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DOF_FG_ExpFalloff=1.0f;
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MB_TileMaxEnabled=true;
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bEnableScreenSpaceReflections=TRUE;
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Bloom_Intensity = 1.05f;
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Bloom_Width = 4.0f;
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Bloom_Exposure = 1.25f;
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Bloom_Threshold = 0.6f;
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Bloom_InterpolationDuration = 1.0f;
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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_MinAmount=0.1;
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Fog_Color= FLinearColor(1.0, 1.0, 1.0);
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Fog_InterpolationDuration=3.f;
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NoiseIntensity = 1.0f;
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bBlurEnabled = FALSE;
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BlurStrength = 0.0f;
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}
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}
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structdefaultproperties
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{
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DOF_FocalDistance=1000.0
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DOF_SharpRadius=800.0
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DOF_FocalRadius=1200.0
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DOF_MinBlurSize=0.0
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DOF_MaxNearBlurSize=0.0
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DOF_MaxFarBlurSize=0.0
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DOF_ExpFalloff=1.0
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DOF_FG_SharpRadius=75.0
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DOF_FG_FocalRadius=150.0
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DOF_FG_MinBlurSize=0.0
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DOF_FG_MaxNearBlurSize=0.0
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DOF_FG_ExpFalloff=1.0
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MB_TileMaxEnabled=true
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bEnableScreenSpaceReflections=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_InterpolationDuration=1.0
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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_MinAmount=0.1
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Fog_Color=(R=1.0, G=1.0, B=1.0)
|
|
Fog_InterpolationDuration=3.f
|
|
|
|
NoiseIntensity=1.0
|
|
|
|
bBlurEnabled=false
|
|
BlurStrength=0.0
|
|
}
|
|
};
|
|
|
|
struct native UberPostProcessSettings
|
|
{
|
|
/** Scale for the blooming. */
|
|
var(Bloom) interp float Bloom_Scale<editcondition=bOverride_Bloom_Scale>;
|
|
/** Bloom threshold */
|
|
var(Bloom) interp float Bloom_Threshold<editcondition=bOverride_Bloom_Threshold>;
|
|
/** Duration over which to interpolate values to. */
|
|
var(Bloom) float Bloom_InterpolationDuration<editcondition=bOverride_Bloom_InterpolationDuration>;
|
|
/** The radius of the bloom effect */
|
|
var(Bloom) interp float DOF_BlurBloomKernelSize<editcondition=bOverride_DOF_BlurBloomKernelSize>;
|
|
|
|
/** Exponent to apply to blur amount after it has been normalized to [0,1]. */
|
|
var(DepthOfField) interp float DOF_FalloffExponent<editcondition=bOverride_DOF_FalloffExponent>;
|
|
/** affects the radius of the DepthOfField bohek / how blurry the scene gets */
|
|
var(DepthOfField) interp float DOF_BlurKernelSize<editcondition=bOverride_DOF_BlurKernelSize>;
|
|
/** [0,1] value for clamping how much blur to apply to items in front of the focus plane. */
|
|
var(DepthOfField, BlurAmount) interp float DOF_MaxNearBlurAmount<editcondition=bOverride_DOF_MaxNearBlurAmount | DisplayName=MaxNear>;
|
|
/** [0,1] value for clamping how much blur to apply. */
|
|
var(DepthOfField, BlurAmount) interp float DOF_MinBlurAmount<editcondition=bOverride_DOF_MinBlurAmount | DisplayName=Min>;
|
|
/** [0,1] value for clamping how much blur to apply to items behind the focus plane. */
|
|
var(DepthOfField, BlurAmount) interp float DOF_MaxFarBlurAmount<editcondition=bOverride_DOF_MaxFarBlurAmount | DisplayName=MaxFar>;
|
|
/** Controls how the focus point is determined. */
|
|
var(DepthOfField) EFocusType DOF_FocusType<editcondition=bOverride_DOF_FocusType>;
|
|
/** Inner focus radius. */
|
|
var(DepthOfField) interp float DOF_FocusInnerRadius<editcondition=bOverride_DOF_FocusInnerRadius>;
|
|
/** Used when FOCUS_Distance is enabled. */
|
|
var(DepthOfField) interp float DOF_FocusDistance<editcondition=bOverride_DOF_FocusDistance>;
|
|
/** Used when FOCUS_Position is enabled. */
|
|
var(DepthOfField) vector DOF_FocusPosition<editcondition=bOverride_DOF_FocusPosition>;
|
|
/** Duration over which to interpolate values to. */
|
|
var(DepthOfField) float DOF_InterpolationDuration<editcondition=bOverride_DOF_InterpolationDuration>;
|
|
/** Name of the Bokeh texture e.g. EngineMaterial.BokehTexture, empty if not used */
|
|
var(DepthOfField) Texture2D DOF_BokehTexture<editcondition=bOverride_DOF_BokehTexture>;
|
|
|
|
/** Maximum blur velocity amount. This is a clamp on the amount of blur. */
|
|
var(MotionBlur) interp float MotionBlur_MaxVelocity<editcondition=bOverride_MotionBlur_MaxVelocity>;
|
|
/** This is a scalar on the blur */
|
|
var(MotionBlur) interp float MotionBlur_Amount<editcondition=bOverride_MotionBlur_Amount>;
|
|
/** Whether everything (static/dynamic objects) should motion blur or not. If disabled, only moving objects may blur. */
|
|
var(MotionBlur) bool MotionBlur_FullMotionBlur<editcondition=bOverride_MotionBlur_FullMotionBlur>;
|
|
/** Threshold for when to turn off motion blur when the camera rotates swiftly during a single frame (in degrees). */
|
|
var(MotionBlur) interp float MotionBlur_CameraRotationThreshold<editcondition=bOverride_MotionBlur_CameraRotationThreshold>;
|
|
/** Threshold for when to turn off motion blur when the camera translates swiftly during a single frame (in world units). */
|
|
var(MotionBlur) interp float MotionBlur_CameraTranslationThreshold<editcondition=bOverride_MotionBlur_CameraTranslationThreshold>;
|
|
/** Duration over which to interpolate values to. */
|
|
var(MotionBlur) float MotionBlur_InterpolationDuration<editcondition=bOverride_MotionBlur_InterpolationDuration>;
|
|
|
|
/** Controlling rim shader color. */
|
|
var(RimShader) LinearColor RimShader_Color<editcondition=bOverride_RimShader_Color>;
|
|
/** Duration over which to interpolate values to. */
|
|
var(RimShader) float RimShader_InterpolationDuration<editcondition=bOverride_RimShader_InterpolationDuration>;
|
|
|
|
/** Image grain scale, only affects the darks, >=0, 0:none, 1(strong) should be less than 1 */
|
|
var(Scene) interp float Scene_ImageGrainScale<editcondition=bOverride_Scene_ImageGrainScale>;
|
|
|
|
/** Color grading settings for mobile platforms. */
|
|
var(Mobile) MobileColorGradingParams MobileColorGrading<editcondition=bOverride_MobileColorGrading>;
|
|
|
|
/** Post-process settings for mobile platforms. */
|
|
var(Mobile) interp MobilePostProcessSettings MobilePostProcess;
|
|
|
|
structcpptext
|
|
{
|
|
/* default constructor, for script, values are overwritten by serialization after that */
|
|
FUberPostProcessSettings()
|
|
{}
|
|
|
|
/* second constructor, supposed to be used by C++ */
|
|
FUberPostProcessSettings(INT A)
|
|
: MobilePostProcess(A)
|
|
{
|
|
Bloom_Scale=1;
|
|
Bloom_Threshold=1;
|
|
Bloom_InterpolationDuration=1;
|
|
|
|
DOF_FalloffExponent=4;
|
|
DOF_BlurKernelSize=16;
|
|
DOF_BlurBloomKernelSize=16;
|
|
DOF_MaxNearBlurAmount=1;
|
|
DOF_MinBlurAmount=0;
|
|
DOF_MaxFarBlurAmount=1;
|
|
DOF_FocusType=FOCUS_Distance;
|
|
DOF_FocusInnerRadius=2000;
|
|
DOF_FocusDistance=0;
|
|
DOF_InterpolationDuration=1;
|
|
|
|
MotionBlur_MaxVelocity=1.0f;
|
|
MotionBlur_Amount=0.5f;
|
|
MotionBlur_FullMotionBlur=TRUE;
|
|
MotionBlur_CameraRotationThreshold=90.0f;
|
|
MotionBlur_CameraTranslationThreshold=10000.0f;
|
|
MotionBlur_InterpolationDuration=1;
|
|
|
|
Scene_ImageGrainScale=0.0f;
|
|
|
|
RimShader_Color=FLinearColor(0.470440f,0.585973f,0.827726f,1.0f);
|
|
RimShader_InterpolationDuration=1;
|
|
}
|
|
}
|
|
|
|
structdefaultproperties
|
|
{
|
|
Bloom_Scale=1
|
|
Bloom_Threshold=1
|
|
|
|
Bloom_InterpolationDuration=1
|
|
|
|
DOF_FalloffExponent=4
|
|
DOF_BlurKernelSize=16
|
|
DOF_BlurBloomKernelSize=16
|
|
DOF_MaxNearBlurAmount=1
|
|
DOF_MinBlurAmount=0
|
|
DOF_MaxFarBlurAmount=1
|
|
DOF_FocusType=FOCUS_Distance
|
|
DOF_FocusInnerRadius=2000
|
|
DOF_FocusDistance=0
|
|
DOF_InterpolationDuration=1
|
|
|
|
MotionBlur_MaxVelocity=1.0
|
|
MotionBlur_Amount=0.5
|
|
MotionBlur_FullMotionBlur=TRUE
|
|
MotionBlur_CameraRotationThreshold=45.0
|
|
MotionBlur_CameraTranslationThreshold=10000.0
|
|
MotionBlur_InterpolationDuration=1
|
|
|
|
Scene_ImageGrainScale=0.0f
|
|
|
|
RimShader_Color=(R=0.470440f,G=0.585973f,B=0.827726f,A=1.0f)
|
|
RimShader_InterpolationDuration=1
|
|
}
|
|
};
|
|
`endif
|
|
|
|
|
|
struct native PostProcessSettings
|
|
{
|
|
/** Determines if bEnableBloom variable will be overridden. */
|
|
var bool bOverride_EnableBloom;
|
|
|
|
/** Determines if bEnableDOF variable will be overridden. */
|
|
var bool bOverride_EnableDOF;
|
|
|
|
/** Determines if bEnableMotionBlur variable will be overridden. */
|
|
var bool bOverride_EnableMotionBlur;
|
|
|
|
/** Determines if bEnableSceneEffect variable will be overridden. */
|
|
var bool bOverride_EnableSceneEffect;
|
|
|
|
/** Determines if bAllowAmbientOcclusion variable will be overridden. */
|
|
var bool bOverride_AllowAmbientOcclusion;
|
|
|
|
/** Determines if bOverrideRimShaderColor variable will be overridden. */
|
|
var bool bOverride_OverrideRimShaderColor;
|
|
|
|
`if(`__TW_POSTPROCESS_)
|
|
/** Whether the post process volume is allowed to override the bEnableDistanceFog setting */
|
|
var bool bOverride_EnableDistanceFog;
|
|
`endif
|
|
|
|
/** Determines if Bloom_Scale variable will be overridden. */
|
|
var bool bOverride_Bloom_Scale;
|
|
|
|
/** Determines if Bloom_Threshold variable will be overridden. */
|
|
var bool bOverride_Bloom_Threshold;
|
|
|
|
/** Determines if Bloom_Tint variable will be overridden. */
|
|
var bool bOverride_Bloom_Tint;
|
|
|
|
/** Determines if Bloom_ScreenBlendThreshold variable will be overridden. */
|
|
var bool bOverride_Bloom_ScreenBlendThreshold;
|
|
|
|
/** Determines if Bloom_InterpolationDuration variable will be overridden. */
|
|
var bool bOverride_Bloom_InterpolationDuration;
|
|
|
|
/** Determines if DOF_FalloffExponent variable will be overridden. */
|
|
var bool bOverride_DOF_FalloffExponent;
|
|
|
|
/** Determines if DOF_BlurKernelSize variable will be overridden. */
|
|
var bool bOverride_DOF_BlurKernelSize;
|
|
|
|
/** Determines if DOF_BlurBloomKernelSize variable will be overridden. */
|
|
var bool bOverride_DOF_BlurBloomKernelSize;
|
|
|
|
/** Determines if DOF_MaxNearBlurAmount variable will be overridden. */
|
|
var bool bOverride_DOF_MaxNearBlurAmount;
|
|
|
|
/** Determines if DOF_MinBlurAmount variable will be overridden. */
|
|
var bool bOverride_DOF_MinBlurAmount;
|
|
|
|
/** Determines if DOF_MaxFarBlurAmount variable will be overridden. */
|
|
var bool bOverride_DOF_MaxFarBlurAmount;
|
|
|
|
/** Determines if DOF_FocusType variable will be overridden. */
|
|
var bool bOverride_DOF_FocusType;
|
|
|
|
/** Determines if DOF_FocusInnerRadius variable will be overridden. */
|
|
var bool bOverride_DOF_FocusInnerRadius;
|
|
|
|
/** Determines if DOF_FocusDistance variable will be overridden. */
|
|
var bool bOverride_DOF_FocusDistance;
|
|
|
|
/** Determines if DOF_FocusPosition variable will be overridden. */
|
|
var bool bOverride_DOF_FocusPosition;
|
|
|
|
/** Determines if DOF_InterpolationDuration variable will be overridden. */
|
|
var bool bOverride_DOF_InterpolationDuration;
|
|
|
|
/** Determines if DOF_BokehTexture variable will be overridden. */
|
|
var bool bOverride_DOF_BokehTexture;
|
|
|
|
/** Determines if MotionBlur_MaxVelocity variable will be overridden. */
|
|
var bool bOverride_MotionBlur_MaxVelocity;
|
|
|
|
/** Determines if MotionBlur_Amount variable will be overridden. */
|
|
var bool bOverride_MotionBlur_Amount;
|
|
|
|
/** Determines if MotionBlur_FullMotionBlur variable will be overridden. */
|
|
var bool bOverride_MotionBlur_FullMotionBlur;
|
|
|
|
/** Determines if MotionBlur_CameraRotationThreshold variable will be overridden. */
|
|
var bool bOverride_MotionBlur_CameraRotationThreshold;
|
|
|
|
/** Determines if MotionBlur_CameraTranslationThreshold variable will be overridden. */
|
|
var bool bOverride_MotionBlur_CameraTranslationThreshold;
|
|
|
|
/** Determines if MotionBlur_InterpolationDuration variable will be overridden. */
|
|
var bool bOverride_MotionBlur_InterpolationDuration;
|
|
|
|
/** Determines if Scene_Desaturation variable will be overridden. */
|
|
var bool bOverride_Scene_Desaturation;
|
|
|
|
/** Determines if Scene_Colorize variable will be overridden. */
|
|
var bool bOverride_Scene_Colorize;
|
|
|
|
/** Determines if Scene_TonemapperScale variable will be overridden. */
|
|
var bool bOverride_Scene_TonemapperScale;
|
|
|
|
/** Determines if Scene_ImageGrainScale variable will be overridden. */
|
|
var bool bOverride_Scene_ImageGrainScale;
|
|
|
|
/** Determines if Scene_HighLights variable will be overridden. */
|
|
var bool bOverride_Scene_HighLights;
|
|
|
|
/** Determines if Scene_MidTones variable will be overridden. */
|
|
var bool bOverride_Scene_MidTones;
|
|
|
|
/** Determines if Scene_Shadows variable will be overridden. */
|
|
var bool bOverride_Scene_Shadows;
|
|
|
|
/** Determines if Scene_InterpolationDuration variable will be overridden. */
|
|
var bool bOverride_Scene_InterpolationDuration;
|
|
|
|
/** Determines if ColorGrading_LookupTable variable will be overridden. */
|
|
var bool bOverride_Scene_ColorGradingLUT;
|
|
|
|
/** Determines if RimShader_Color variable will be overridden. */
|
|
var bool bOverride_RimShader_Color;
|
|
|
|
/** Determines if RimShader_InterpolationDuration variable will be overridden. */
|
|
var bool bOverride_RimShader_InterpolationDuration;
|
|
|
|
/** Whether to override the mobile color grading settings. */
|
|
var bool bOverride_MobileColorGrading;
|
|
|
|
|
|
/** Whether to use bloom effect. */
|
|
var(Bloom) bool bEnableBloom<editcondition=bOverride_EnableBloom>;
|
|
/** Whether to use depth of field effect. */
|
|
var(DepthOfField) bool bEnableDOF<editcondition=bOverride_EnableDOF>;
|
|
/** Whether to use motion blur effect. */
|
|
var(MotionBlur) bool bEnableMotionBlur<editcondition=bOverride_EnableMotionBlur>;
|
|
/** Whether to use the material/ scene effect. */
|
|
var(Scene) bool bEnableSceneEffect<editcondition=bOverride_EnableSceneEffect>;
|
|
/** Whether to allow ambient occlusion. */
|
|
var() bool bAllowAmbientOcclusion<editcondition=bOverride_AllowAmbientOcclusion>;
|
|
/** Whether to override the rim shader color. */
|
|
var(RimShader) bool bOverrideRimShaderColor<editcondition=bOverride_OverrideRimShaderColor>;
|
|
|
|
`if(`__TW_POSTPROCESS_)
|
|
/** Whether distance fog is enabled or not */
|
|
var(DistanceFog) bool bEnableDistanceFog<editcondition=bOverride_EnableDistanceFog>;
|
|
`endif
|
|
|
|
`if(`__TW_POSTPROCESS_)
|
|
/** Settings specific to the custom TWPostProcess effect. */
|
|
var() TWPostProcessSettings TripwireSettings;
|
|
/** Legacy settings used by the UberPostProcess effect. */
|
|
var() UberPostProcessSettings LegacySettings;
|
|
`endif
|
|
|
|
|
|
`if(`__TW_POSTPROCESS_)
|
|
`else
|
|
/** Scale for the blooming. */
|
|
var(Bloom) interp float Bloom_Scale<editcondition=bOverride_Bloom_Scale>;
|
|
/** Bloom threshold */
|
|
var(Bloom) interp float Bloom_Threshold<editcondition=bOverride_Bloom_Threshold>;
|
|
`endif
|
|
/** Bloom tint color */
|
|
var(Bloom) interp color Bloom_Tint<editcondition=bOverride_Bloom_Tint>;
|
|
/** Bloom screen blend threshold */
|
|
var(Bloom) interp float Bloom_ScreenBlendThreshold<editcondition=bOverride_Bloom_ScreenBlendThreshold>;
|
|
|
|
`if(`__TW_POSTPROCESS_)
|
|
`else
|
|
/** Duration over which to interpolate values to. */
|
|
var(Bloom) float Bloom_InterpolationDuration<editcondition=bOverride_Bloom_InterpolationDuration>;
|
|
/** The radius of the bloom effect */
|
|
var(Bloom) interp float DOF_BlurBloomKernelSize<editcondition=bOverride_DOF_BlurBloomKernelSize>;
|
|
|
|
/** Exponent to apply to blur amount after it has been normalized to [0,1]. */
|
|
var(DepthOfField) interp float DOF_FalloffExponent<editcondition=bOverride_DOF_FalloffExponent>;
|
|
/** affects the radius of the DepthOfField bohek / how blurry the scene gets */
|
|
var(DepthOfField) interp float DOF_BlurKernelSize<editcondition=bOverride_DOF_BlurKernelSize>;
|
|
/** [0,1] value for clamping how much blur to apply to items in front of the focus plane. */
|
|
var(DepthOfField, BlurAmount) interp float DOF_MaxNearBlurAmount<editcondition=bOverride_DOF_MaxNearBlurAmount | DisplayName=MaxNear>;
|
|
/** [0,1] value for clamping how much blur to apply. */
|
|
var(DepthOfField, BlurAmount) interp float DOF_MinBlurAmount<editcondition=bOverride_DOF_MinBlurAmount | DisplayName=Min>;
|
|
/** [0,1] value for clamping how much blur to apply to items behind the focus plane. */
|
|
var(DepthOfField, BlurAmount) interp float DOF_MaxFarBlurAmount<editcondition=bOverride_DOF_MaxFarBlurAmount | DisplayName=MaxFar>;
|
|
/** Controls how the focus point is determined. */
|
|
var(DepthOfField) EFocusType DOF_FocusType<editcondition=bOverride_DOF_FocusType>;
|
|
/** Inner focus radius. */
|
|
var(DepthOfField) interp float DOF_FocusInnerRadius<editcondition=bOverride_DOF_FocusInnerRadius>;
|
|
/** Used when FOCUS_Distance is enabled. */
|
|
var(DepthOfField) interp float DOF_FocusDistance<editcondition=bOverride_DOF_FocusDistance>;
|
|
/** Used when FOCUS_Position is enabled. */
|
|
var(DepthOfField) vector DOF_FocusPosition<editcondition=bOverride_DOF_FocusPosition>;
|
|
/** Duration over which to interpolate values to. */
|
|
var(DepthOfField) float DOF_InterpolationDuration<editcondition=bOverride_DOF_InterpolationDuration>;
|
|
/** Name of the Bokeh texture e.g. EngineMaterial.BokehTexture, empty if not used */
|
|
var(DepthOfField) Texture2D DOF_BokehTexture<editcondition=bOverride_DOF_BokehTexture>;
|
|
|
|
/** Maximum blur velocity amount. This is a clamp on the amount of blur. */
|
|
var(MotionBlur) interp float MotionBlur_MaxVelocity<editcondition=bOverride_MotionBlur_MaxVelocity>;
|
|
/** This is a scalar on the blur */
|
|
var(MotionBlur) interp float MotionBlur_Amount<editcondition=bOverride_MotionBlur_Amount>;
|
|
/** Whether everything (static/dynamic objects) should motion blur or not. If disabled, only moving objects may blur. */
|
|
var(MotionBlur) bool MotionBlur_FullMotionBlur<editcondition=bOverride_MotionBlur_FullMotionBlur>;
|
|
/** Threshold for when to turn off motion blur when the camera rotates swiftly during a single frame (in degrees). */
|
|
var(MotionBlur) interp float MotionBlur_CameraRotationThreshold<editcondition=bOverride_MotionBlur_CameraRotationThreshold>;
|
|
/** Threshold for when to turn off motion blur when the camera translates swiftly during a single frame (in world units). */
|
|
var(MotionBlur) interp float MotionBlur_CameraTranslationThreshold<editcondition=bOverride_MotionBlur_CameraTranslationThreshold>;
|
|
/** Duration over which to interpolate values to. */
|
|
var(MotionBlur) float MotionBlur_InterpolationDuration<editcondition=bOverride_MotionBlur_InterpolationDuration>;
|
|
`endif
|
|
|
|
/** Desaturation amount. */
|
|
var(Scene) interp float Scene_Desaturation<editcondition=bOverride_Scene_Desaturation>;
|
|
/** Colorize (color tint after desaturate) */
|
|
var(Scene) interp vector Scene_Colorize<editcondition=bOverride_Scene_Colorize>;
|
|
/** HDR tone mapper scale, only used if tone mapper is on, >=0, 0:black, 1(default), >1 brighter */
|
|
var(Scene) interp float Scene_TonemapperScale<editcondition=bOverride_Scene_TonemapperScale>;
|
|
`if(`__TW_POSTPROCESS_)
|
|
`else
|
|
/** Image grain scale, only affects the darks, >=0, 0:none, 1(strong) should be less than 1 */
|
|
var(Scene) interp float Scene_ImageGrainScale<editcondition=bOverride_Scene_ImageGrainScale>;
|
|
`endif
|
|
/** Controlling white point. */
|
|
var(Scene) interp vector Scene_HighLights<editcondition=bOverride_Scene_HighLights>;
|
|
/** Controlling gamma curve. */
|
|
var(Scene) interp vector Scene_MidTones<editcondition=bOverride_Scene_MidTones>;
|
|
/** Controlling black point. */
|
|
var(Scene) interp vector Scene_Shadows<editcondition=bOverride_Scene_Shadows>;
|
|
/** Duration over which to interpolate values to. */
|
|
var(Scene) float Scene_InterpolationDuration<editcondition=bOverride_Scene_InterpolationDuration>;
|
|
`if(`__TW_POSTPROCESS_)
|
|
`else
|
|
/** Controlling rim shader color. */
|
|
var(RimShader) LinearColor RimShader_Color<editcondition=bOverride_RimShader_Color>;
|
|
/** Duration over which to interpolate values to. */
|
|
var(RimShader) float RimShader_InterpolationDuration<editcondition=bOverride_RimShader_InterpolationDuration>;
|
|
`endif
|
|
/** Name of the LUT texture e.g. MyPackage01.LUTNeutral, empty if not used */
|
|
var(Scene) Texture ColorGrading_LookupTable<editcondition=bOverride_Scene_ColorGradingLUT>;
|
|
/** Used to blend color grading LUT in a very similar way we blend scalars */
|
|
var const private transient LUTBlender ColorGradingLUT;
|
|
|
|
`if(`__TW_POSTPROCESS_)
|
|
`else
|
|
/** Color grading settings for mobile platforms. */
|
|
var(Mobile) MobileColorGradingParams MobileColorGrading<editcondition=bOverride_MobileColorGrading>;
|
|
|
|
/** Post-process settings for mobile platforms. */
|
|
var(Mobile) interp MobilePostProcessSettings MobilePostProcess;
|
|
`endif
|
|
structcpptext
|
|
{
|
|
/* default constructor, for script, values are overwritten by serialization after that */
|
|
FPostProcessSettings()
|
|
{}
|
|
|
|
/* second constructor, supposed to be used by C++ */
|
|
FPostProcessSettings(INT A)
|
|
#if __TW_POSTPROCESS_
|
|
: TripwireSettings(A), LegacySettings(A)
|
|
#else
|
|
: MobilePostProcess(A)
|
|
#endif
|
|
{
|
|
// TW - Set overrides to FALSE instead of TRUE
|
|
bOverride_EnableBloom = FALSE;
|
|
bOverride_EnableDOF = FALSE;
|
|
bOverride_EnableMotionBlur = FALSE;
|
|
bOverride_EnableSceneEffect = FALSE;
|
|
bOverride_AllowAmbientOcclusion = FALSE;
|
|
bOverride_OverrideRimShaderColor = FALSE;
|
|
// End TW
|
|
|
|
bOverride_Bloom_Scale = TRUE;
|
|
bOverride_Bloom_Threshold = TRUE;
|
|
bOverride_Bloom_Tint = TRUE;
|
|
bOverride_Bloom_ScreenBlendThreshold = TRUE;
|
|
bOverride_Bloom_InterpolationDuration = TRUE;
|
|
|
|
bOverride_DOF_FalloffExponent = TRUE;
|
|
bOverride_DOF_BlurKernelSize = TRUE;
|
|
bOverride_DOF_BlurBloomKernelSize = TRUE;
|
|
bOverride_DOF_MaxNearBlurAmount = TRUE;
|
|
bOverride_DOF_MinBlurAmount = FALSE;
|
|
bOverride_DOF_MaxFarBlurAmount = TRUE;
|
|
bOverride_DOF_FocusType = TRUE;
|
|
bOverride_DOF_FocusInnerRadius = TRUE;
|
|
bOverride_DOF_FocusDistance = TRUE;
|
|
bOverride_DOF_FocusPosition = TRUE;
|
|
bOverride_DOF_InterpolationDuration = TRUE;
|
|
bOverride_DOF_BokehTexture = FALSE;
|
|
|
|
bOverride_MotionBlur_MaxVelocity = FALSE;
|
|
bOverride_MotionBlur_Amount = FALSE;
|
|
bOverride_MotionBlur_FullMotionBlur = FALSE;
|
|
bOverride_MotionBlur_CameraRotationThreshold = FALSE;
|
|
bOverride_MotionBlur_CameraTranslationThreshold = FALSE;
|
|
bOverride_MotionBlur_InterpolationDuration = FALSE;
|
|
bOverride_Scene_Desaturation = TRUE;
|
|
bOverride_Scene_Colorize = FALSE;
|
|
bOverride_Scene_TonemapperScale = FALSE;
|
|
bOverride_Scene_ImageGrainScale = FALSE;
|
|
bOverride_Scene_HighLights = TRUE;
|
|
bOverride_Scene_MidTones = TRUE;
|
|
bOverride_Scene_Shadows = TRUE;
|
|
bOverride_Scene_InterpolationDuration = TRUE;
|
|
bOverride_Scene_ColorGradingLUT = FALSE;
|
|
bOverride_RimShader_Color = TRUE;
|
|
bOverride_RimShader_InterpolationDuration = TRUE;
|
|
bOverride_MobileColorGrading = FALSE;
|
|
|
|
bEnableBloom=TRUE;
|
|
bEnableDOF=FALSE;
|
|
bEnableMotionBlur=TRUE;
|
|
bEnableSceneEffect=TRUE;
|
|
bAllowAmbientOcclusion=TRUE;
|
|
bOverrideRimShaderColor=FALSE;
|
|
|
|
#if __TW_POSTPROCESS_
|
|
bEnableDistanceFog=FALSE;
|
|
#endif
|
|
|
|
#if !__TW_POSTPROCESS_
|
|
Bloom_Scale=1;
|
|
Bloom_Threshold=1;
|
|
#endif
|
|
|
|
Bloom_Tint=FColor(255,255,255);
|
|
Bloom_ScreenBlendThreshold=10;
|
|
|
|
#if !__TW_POSTPROCESS_
|
|
Bloom_InterpolationDuration=1;
|
|
|
|
DOF_FalloffExponent=4;
|
|
DOF_BlurKernelSize=16;
|
|
DOF_BlurBloomKernelSize=16;
|
|
DOF_MaxNearBlurAmount=1;
|
|
DOF_MinBlurAmount=0;
|
|
DOF_MaxFarBlurAmount=1;
|
|
DOF_FocusType=FOCUS_Distance;
|
|
DOF_FocusInnerRadius=2000;
|
|
DOF_FocusDistance=0;
|
|
DOF_InterpolationDuration=1;
|
|
|
|
MotionBlur_MaxVelocity=1.0f;
|
|
MotionBlur_Amount=0.5f;
|
|
MotionBlur_FullMotionBlur=TRUE;
|
|
MotionBlur_CameraRotationThreshold=90.0f;
|
|
MotionBlur_CameraTranslationThreshold=10000.0f;
|
|
MotionBlur_InterpolationDuration=1;
|
|
#endif
|
|
|
|
Scene_Desaturation=0;
|
|
Scene_Colorize=FVector(1,1,1);
|
|
Scene_TonemapperScale=1.0f;
|
|
|
|
#if !__TW_POSTPROCESS_
|
|
Scene_ImageGrainScale=0.0f;
|
|
#endif
|
|
Scene_HighLights=FVector(1,1,1);
|
|
Scene_MidTones=FVector(1,1,1);
|
|
Scene_Shadows=FVector(0,0,0);
|
|
Scene_InterpolationDuration=1;
|
|
|
|
#if !__TW_POSTPROCESS_
|
|
RimShader_Color=FLinearColor(0.470440f,0.585973f,0.827726f,1.0f);
|
|
RimShader_InterpolationDuration=1;
|
|
#endif
|
|
}
|
|
|
|
/**
|
|
* Blends the settings on this structure marked as override setting onto the given settings
|
|
*
|
|
* @param ToOverride The settings that get overridden by the overridable settings on this structure.
|
|
* @param Alpha The opacity of these settings. If Alpha is 1, ToOverride will equal this setting structure.
|
|
*/
|
|
void OverrideSettingsFor( FPostProcessSettings& ToOverride, FLOAT Alpha=1.f ) const;
|
|
|
|
/**
|
|
* Enables the override setting for the given post-process setting.
|
|
*
|
|
* @param PropertyName The post-process property name to enable.
|
|
*/
|
|
void EnableOverrideSetting( const FName& PropertyName );
|
|
|
|
/**
|
|
* Checks the override setting for the given post-process setting.
|
|
*
|
|
* @param PropertyName The post-process property name to enable.
|
|
*/
|
|
UBOOL IsOverrideSetting( const FName& PropertyName );
|
|
|
|
/**
|
|
* Disables the override setting for the given post-process setting.
|
|
*
|
|
* @param PropertyName The post-process property name to enable.
|
|
*/
|
|
void DisableOverrideSetting( const FName& PropertyName );
|
|
|
|
/**
|
|
* Sets all override values to false, which prevents overriding of this struct.
|
|
*
|
|
* @note Overrides can be enabled again.
|
|
*/
|
|
void DisableAllOverrides();
|
|
|
|
/**
|
|
* Enables bloom for the post process settings.
|
|
*/
|
|
FORCEINLINE void EnableBloom()
|
|
{
|
|
bOverride_EnableBloom = TRUE;
|
|
bEnableBloom = TRUE;
|
|
}
|
|
|
|
/**
|
|
* Enables DOF for the post process settings.
|
|
*/
|
|
FORCEINLINE void EnableDOF()
|
|
{
|
|
bOverride_EnableDOF = TRUE;
|
|
bEnableDOF = TRUE;
|
|
}
|
|
|
|
/**
|
|
* Enables motion blur for the post process settings.
|
|
*/
|
|
FORCEINLINE void EnableMotionBlur()
|
|
{
|
|
bOverride_EnableMotionBlur = TRUE;
|
|
bEnableMotionBlur = TRUE;
|
|
}
|
|
|
|
/**
|
|
* Enables scene effects for the post process settings.
|
|
*/
|
|
FORCEINLINE void EnableSceneEffect()
|
|
{
|
|
bOverride_EnableSceneEffect = TRUE;
|
|
bEnableSceneEffect = TRUE;
|
|
}
|
|
|
|
/**
|
|
* Enables rim shader color for the post process settings.
|
|
*/
|
|
FORCEINLINE void EnableRimShader()
|
|
{
|
|
bOverride_OverrideRimShaderColor = TRUE;
|
|
bOverrideRimShaderColor = TRUE;
|
|
}
|
|
|
|
#if __TW_POSTPROCESS_
|
|
/**
|
|
* Enables distance fog for the post process settings.
|
|
*/
|
|
FORCEINLINE void EnableDistanceFog()
|
|
{
|
|
bOverride_EnableDistanceFog = TRUE;
|
|
bEnableDistanceFog = TRUE;
|
|
}
|
|
#endif
|
|
|
|
/**
|
|
* Disables the override to enable bloom if no overrides are set for bloom settings.
|
|
*/
|
|
void DisableBloomOverrideConditional();
|
|
|
|
/**
|
|
* Disables the override to enable DOF if no overrides are set for DOF settings.
|
|
*/
|
|
void DisableDOFOverrideConditional();
|
|
|
|
/**
|
|
* Disables the override to enable motion blur if no overrides are set for motion blur settings.
|
|
*/
|
|
void DisableMotionBlurOverrideConditional();
|
|
|
|
/**
|
|
* Disables the override to enable scene effect if no overrides are set for scene effect settings.
|
|
*/
|
|
void DisableSceneEffectOverrideConditional();
|
|
|
|
/**
|
|
* Disables the override to enable rim shader if no overrides are set for rim shader settings.
|
|
*/
|
|
void DisableRimShaderOverrideConditional();
|
|
|
|
/**
|
|
* Disables the override to enable mobile bloom if no bloom overrides are set.
|
|
*/
|
|
void DisableMobileBloomOverrideConditional();
|
|
|
|
/**
|
|
* Disables the override to enable mobile DOF if no DOF overrides are set.
|
|
*/
|
|
void DisableMobileDOFOverrideConditional();
|
|
|
|
#if __TW_POSTPROCESS_
|
|
/**
|
|
* Disables the override to enable distance fog if no overrides are set for fog settings.
|
|
*/
|
|
void DisableDistanceFogOverrideConditional();
|
|
#endif
|
|
}
|
|
|
|
/**
|
|
* Used when a volume is placed in editor but also when the local player is deserialized
|
|
* (e.g. after seamless map cycle - this caused TTP 162775)
|
|
*/
|
|
structdefaultproperties
|
|
{
|
|
// TW - Set overrides to FALSE instead of TRUE
|
|
bOverride_EnableBloom=FALSE
|
|
bOverride_EnableDOF=FALSE
|
|
bOverride_EnableMotionBlur=FALSE
|
|
bOverride_EnableSceneEffect=FALSE
|
|
bOverride_AllowAmbientOcclusion=FALSE
|
|
bOverride_OverrideRimShaderColor=FALSE
|
|
// End TW
|
|
|
|
bOverride_Bloom_Scale=TRUE
|
|
bOverride_Bloom_Threshold=TRUE
|
|
bOverride_Bloom_Tint=TRUE
|
|
bOverride_Bloom_ScreenBlendThreshold=TRUE
|
|
bOverride_Bloom_InterpolationDuration=TRUE
|
|
bOverride_DOF_FalloffExponent=TRUE
|
|
bOverride_DOF_BlurKernelSize=TRUE
|
|
bOverride_DOF_BlurBloomKernelSize=TRUE
|
|
bOverride_DOF_MaxNearBlurAmount=TRUE
|
|
bOverride_DOF_MinBlurAmount=FALSE
|
|
bOverride_DOF_MaxFarBlurAmount=TRUE
|
|
bOverride_DOF_FocusType=TRUE
|
|
bOverride_DOF_FocusInnerRadius=TRUE
|
|
bOverride_DOF_FocusDistance=TRUE
|
|
bOverride_DOF_FocusPosition=TRUE
|
|
bOverride_DOF_InterpolationDuration=TRUE
|
|
bOverride_DOF_BokehTexture=FALSE
|
|
bOverride_MotionBlur_MaxVelocity=FALSE
|
|
bOverride_MotionBlur_Amount=FALSE
|
|
bOverride_MotionBlur_FullMotionBlur=FALSE
|
|
bOverride_MotionBlur_CameraRotationThreshold=FALSE
|
|
bOverride_MotionBlur_CameraTranslationThreshold=FALSE
|
|
bOverride_MotionBlur_InterpolationDuration=FALSE
|
|
bOverride_Scene_Desaturation=TRUE
|
|
bOverride_Scene_Colorize=FALSE
|
|
bOverride_Scene_TonemapperScale=FALSE
|
|
bOverride_Scene_ImageGrainScale=FALSE
|
|
bOverride_Scene_HighLights=TRUE
|
|
bOverride_Scene_MidTones=TRUE
|
|
bOverride_Scene_Shadows=TRUE
|
|
bOverride_Scene_InterpolationDuration=TRUE
|
|
bOverride_Scene_ColorGradingLUT=FALSE
|
|
bOverride_RimShader_Color=TRUE
|
|
bOverride_RimShader_InterpolationDuration=TRUE
|
|
bOverride_MobileColorGrading=FALSE
|
|
|
|
bEnableBloom=TRUE
|
|
bEnableDOF=FALSE
|
|
bEnableMotionBlur=TRUE
|
|
bEnableSceneEffect=TRUE
|
|
bAllowAmbientOcclusion=TRUE
|
|
bOverrideRimShaderColor=FALSE
|
|
|
|
`if(`__TW_POSTPROCESS_)
|
|
bEnableDistanceFog=FALSE
|
|
`endif
|
|
|
|
`if(`__TW_POSTPROCESS_)
|
|
`else
|
|
Bloom_Scale=1
|
|
Bloom_Threshold=1
|
|
`endif
|
|
Bloom_Tint=(R=255,G=255,B=255)
|
|
Bloom_ScreenBlendThreshold=10
|
|
`if(`__TW_POSTPROCESS_)
|
|
`else
|
|
Bloom_InterpolationDuration=1
|
|
|
|
DOF_FalloffExponent=4
|
|
DOF_BlurKernelSize=16
|
|
DOF_BlurBloomKernelSize=16
|
|
DOF_MaxNearBlurAmount=1
|
|
DOF_MinBlurAmount=0
|
|
DOF_MaxFarBlurAmount=1
|
|
DOF_FocusType=FOCUS_Distance
|
|
DOF_FocusInnerRadius=2000
|
|
DOF_FocusDistance=0
|
|
DOF_InterpolationDuration=1
|
|
|
|
MotionBlur_MaxVelocity=1.0
|
|
MotionBlur_Amount=0.5
|
|
MotionBlur_FullMotionBlur=TRUE
|
|
MotionBlur_CameraRotationThreshold=45.0
|
|
MotionBlur_CameraTranslationThreshold=10000.0
|
|
MotionBlur_InterpolationDuration=1
|
|
`endif
|
|
|
|
Scene_Desaturation=0
|
|
Scene_Colorize=(X=1,Y=1,Z=1)
|
|
Scene_TonemapperScale=1.0f
|
|
`if(`__TW_POSTPROCESS_)
|
|
`else
|
|
Scene_ImageGrainScale=0.0f
|
|
`endif
|
|
Scene_HighLights=(X=1,Y=1,Z=1)
|
|
Scene_MidTones=(X=1,Y=1,Z=1)
|
|
Scene_Shadows=(X=0,Y=0,Z=0)
|
|
`if(`__TW_POSTPROCESS_)
|
|
`else
|
|
Scene_InterpolationDuration=1
|
|
|
|
RimShader_Color=(R=0.470440f,G=0.585973f,B=0.827726f,A=1.0f)
|
|
RimShader_InterpolationDuration=1
|
|
`endif
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* Priority of this volume. In the case of overlapping volumes the one with the highest priority
|
|
* is chosen. The order is undefined if two or more overlapping volumes have the same priority.
|
|
*/
|
|
var() float Priority;
|
|
|
|
/**
|
|
* Setting this will forcably override the post processing chain set in World Settings when the
|
|
* player enters this volume. Use this when not using "bUseWorldSettings" in an UberPostProcess
|
|
* Effect
|
|
*/
|
|
var() bool bOverrideWorldPostProcessChain;
|
|
|
|
/**
|
|
* Post process settings to use for this volume.
|
|
*/
|
|
var() PostProcessSettings Settings;
|
|
|
|
/** Next volume in linked listed, sorted by priority in descending order. */
|
|
var const noimport transient PostProcessVolume NextLowerPriorityVolume;
|
|
|
|
|
|
/** Whether this volume is enabled or not. */
|
|
var() bool bEnabled;
|
|
|
|
replication
|
|
{
|
|
if (bNetDirty)
|
|
bEnabled;
|
|
}
|
|
|
|
/**
|
|
* Kismet support for toggling bDisabled.
|
|
*/
|
|
simulated function OnToggle(SeqAct_Toggle action)
|
|
{
|
|
if (action.InputLinks[0].bHasImpulse)
|
|
{
|
|
// "Turn On" -- mapped to enabling of volume.
|
|
bEnabled = TRUE;
|
|
}
|
|
else if (action.InputLinks[1].bHasImpulse)
|
|
{
|
|
// "Turn Off" -- mapped to disabling of volume.
|
|
bEnabled = FALSE;
|
|
}
|
|
else if (action.InputLinks[2].bHasImpulse)
|
|
{
|
|
// "Toggle"
|
|
bEnabled = !bEnabled;
|
|
}
|
|
ForceNetRelevant();
|
|
SetForcedInitialReplicatedProperty(Property'Engine.PostProcessVolume.bEnabled', (bEnabled == default.bEnabled));
|
|
}
|
|
|
|
cpptext
|
|
{
|
|
/**
|
|
* Routes ClearComponents call to Super and removes volume from linked list in world info.
|
|
*/
|
|
virtual void ClearComponents();
|
|
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
|
|
virtual void PostLoad();
|
|
protected:
|
|
/**
|
|
* Routes UpdateComponents call to Super and adds volume to linked list in world info.
|
|
*/
|
|
virtual void UpdateComponentsInternal(UBOOL bCollisionUpdate = FALSE);
|
|
public:
|
|
}
|
|
|
|
defaultproperties
|
|
{
|
|
Begin Object Name=BrushComponent0
|
|
CollideActors=False
|
|
BlockActors=False
|
|
BlockZeroExtent=False
|
|
BlockNonZeroExtent=False
|
|
BlockRigidBody=False
|
|
End Object
|
|
|
|
bCollideActors=False
|
|
bBlockActors=False
|
|
bProjTarget=False
|
|
bStatic=false
|
|
bTickIsDisabled=true
|
|
|
|
SupportedEvents.Empty
|
|
SupportedEvents(0)=class'SeqEvent_Touch'
|
|
|
|
bEnabled=True
|
|
}
|