1
0
KF2-Dev-Scripts/Engine/Classes/PostProcessVolume.uc
2020-12-13 18:01:13 +03:00

1314 lines
49 KiB
Ucode

/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*
* Used to affect post process settings in the game and editor.
*/
class PostProcessVolume extends Volume
native
placeable
dependson(DOFEffect)
hidecategories(Advanced,Collision,Volume,Brush,Attachment);
/** LUT Blender for efficient Color Grading (LUT: color look up table, RGB_new = LUT[RGB_old]) blender. */
struct native LUTBlender
{
// is emptied at end of each frame, each value stored need to be unique, the value 0 is used for neutral
var array<Texture> LUTTextures;
// is emptied at end of each frame
var array<float> LUTWeights;
/** Whether this LUTBlender contains new parameters and should regenerate the LUT Texture. */
var const native transient bool bHasChanged;
structcpptext
{
/** constructor, by default not even the Neutral element is defined */
FLUTBlender();
UBOOL IsLUTEmpty() const;
/** new = lerp(old, Rhs, Weight) (main thread only)
*
* @param Texture 0 is a valid entry and is used for neutral
* @param Weight 0..1
*/
void LerpTo(UTexture* Texture, float Weight);
/** resolve to one LUT (render thread only)*/
const FTextureRHIRef ResolveLUT(class FViewInfo& View, const struct ColorTransformMaterialProperties& ColorTransform);
/** use compute shader to resolve LUT */
const FTextureRHIRef ComputeLUT(class FViewInfo& View, const struct ColorTransformMaterialProperties& ColorTransform);
/** Is updated every frame if GColorGrading is set to debug mode, empty if not */
static UBOOL GetDebugInfo(FString& Out);
void CopyToRenderThread(FLUTBlender& Dest) const;
/**
* Check if the parameters are different, compared to the previous LUT Blender parameters.
*/
void CheckForChanges( const FLUTBlender& PreviousLUTBlender );
/**
* Whether this LUTBlender contains new parameters and should regenerate the LUT Texture.
*/
UBOOL HasChanged() const
{
return bHasChanged;
}
/**
* Clean the container and adds the neutral LUT.
* should be called after the render thread copied the data
*/
void Reset();
private:
/**
*
* @param Texture 0 is used for the neutral LUT
*/
void SetLUT(UTexture *Texture);
/**
* add a LUT to the ones that are blended together
*
* @param Texture can be 0 then the call is ignored
* @param Weight 0..1
*/
void PushLUT(UTexture* Texture, float Weight);
/** @return 0xffffffff if not found */
UINT FindIndex(UTexture* Tex) const;
/** @return count */
UINT GenerateFinalTable(FTexture* OutTextures[], float OutWeights[], UINT MaxCount) const;
}
};
struct native MobileColorGradingParams
{
/** Number of seconds to transition between different mobile color grading settings. */
var() float TransitionTime;
/**
* Controls how much color grading goes into the final pixel
* (0.0 = no color grading, 1.0 = 100%)
*/
var() float Blend;
/**
* Holds the desaturation amount
* (0.0 = no desaturation, 1.0 = fully desaturated)
*/
var() float Desaturation;
/** Controls strength of highlights */
var() LinearColor Highlights;
/** Controls strength of mid tones */
var() LinearColor MidTones;
/** Controls strength of shadows */
var() LinearColor Shadows;
structdefaultproperties
{
TransitionTime=1.0
Blend=0.0
Desaturation=0.0
Highlights=(R=0.7,G=0.7,B=0.7)
MidTones=(R=0.0,G=0.0,B=0.0)
Shadows=(R=0.0,G=0.0,B=0.0)
}
};
struct native MobilePostProcessSettings
{
/** Determines if BlurAmount variable will be overridden. */
var bool bOverride_Mobile_BlurAmount;
/** Determines if Mobile_TransitionTime variable will be overridden. */
var bool bOverride_Mobile_TransitionTime;
/** Determines if Bloom_Scale variable will be overridden. */
var bool bOverride_Mobile_Bloom_Scale;
/** Determines if Bloom_Threshold variable will be overridden. */
var bool bOverride_Mobile_Bloom_Threshold;
/** Determines if Bloom_Tint variable will be overridden. */
var bool bOverride_Mobile_Bloom_Tint;
/** Determines if DOF_Distance variable will be overridden. */
var bool bOverride_Mobile_DOF_Distance;
/** Determines if DOF_MinRange variable will be overridden. */
var bool bOverride_Mobile_DOF_MinRange;
/** Determines if DOF_MaxRange variable will be overridden. */
var bool bOverride_Mobile_DOF_MaxRange;
//@HSL_BEGIN_XBOX
/** Determines if DOF_Distance variable will be overridden. */
var bool bOverride_Mobile_DOF_NearBlurFactor;
/** Determines if DOF_Distance variable will be overridden. */
//@HSL_END_XBOX
var bool bOverride_Mobile_DOF_FarBlurFactor;
/** Amount to blur the scene for mobile post-process effects (Bloom, DOF) */
var() interp float Mobile_BlurAmount<editcondition=bOverride_Mobile_BlurAmount>;
/** Number of seconds to transition between different post-process settings. */
var() float Mobile_TransitionTime<editcondition=bOverride_Mobile_TransitionTime>;
/** Scale for the blooming. */
var(Bloom) interp float Mobile_Bloom_Scale<editcondition=bOverride_Mobile_Bloom_Scale>;
/** Bloom threshold (0.0 - 1.0). */
var(Bloom) interp float Mobile_Bloom_Threshold<editcondition=bOverride_Mobile_Bloom_Threshold>;
/** Bloom tint color. */
var(Bloom) interp linearcolor Mobile_Bloom_Tint<editcondition=bOverride_Mobile_Bloom_Tint>;
/** Distance from the camera to the center of the DOF focus, in Unreal units. */
var(DOF) interp float Mobile_DOF_Distance<editcondition=bOverride_Mobile_DOF_Distance>;
/** Range of the fully focused region around the DOF center, along the depth axis. */
var(DOF) interp float Mobile_DOF_MinRange<editcondition=bOverride_Mobile_DOF_MinRange>;
/** Range of the fully and partially focused region around the DOF center, along the depth axis. */
var(DOF) interp float Mobile_DOF_MaxRange<editcondition=bOverride_Mobile_DOF_MaxRange>;
//@HSL_BEGIN_XBOX
/** Blurriness of the near region (0.0 - 1.0). */
var(DOF) interp float Mobile_DOF_NearBlurFactor<editcondition=bOverride_Mobile_DOF_NearBlurFactor>;
/** Blurriness of the far region (0.0 - 1.0). */
var(DOF) interp float Mobile_DOF_FarBlurFactor<editcondition=bOverride_Mobile_DOF_FarBlurFactor>;
//@HSL_END_XBOX
structcpptext
{
/* default constructor, for script, values are overwritten by serialization after that */
FMobilePostProcessSettings()
{}
/* second constructor, supposed to be used by C++ */
FMobilePostProcessSettings(INT A)
{
bOverride_Mobile_BlurAmount = FALSE;
bOverride_Mobile_TransitionTime = FALSE;
bOverride_Mobile_Bloom_Scale = FALSE;
bOverride_Mobile_Bloom_Threshold = FALSE;
bOverride_Mobile_Bloom_Tint = FALSE;
bOverride_Mobile_DOF_Distance = FALSE;
bOverride_Mobile_DOF_MinRange = FALSE;
bOverride_Mobile_DOF_MaxRange = FALSE;
//@HSL_BEGIN_XBOX
bOverride_Mobile_DOF_NearBlurFactor = FALSE;
//@HSL_END_XBOX
bOverride_Mobile_DOF_FarBlurFactor = FALSE;
Mobile_BlurAmount = 16.0f;
Mobile_TransitionTime = 1.0f;
Mobile_Bloom_Scale = 0.5f;
Mobile_Bloom_Threshold = 0.75f;
Mobile_Bloom_Tint = FLinearColor::White;
Mobile_DOF_Distance = 1500.0f;
Mobile_DOF_MinRange = 600.0f;
Mobile_DOF_MaxRange = 1200.0f;
//@HSL_BEGIN_XBOX
Mobile_DOF_NearBlurFactor = 1.0f;
//@HSL_END_XBOX
Mobile_DOF_FarBlurFactor = 1.0f;
}
}
structdefaultproperties
{
Mobile_BlurAmount=16.0
Mobile_TransitionTime=1.0
Mobile_Bloom_Scale=0.5
Mobile_Bloom_Threshold=0.75
Mobile_Bloom_Tint=(R=1.0,G=1.0,B=1.0)
Mobile_DOF_Distance=1500.0
Mobile_DOF_MinRange=600.0
Mobile_DOF_MaxRange=1200.0
//@HSL_BEGIN_XBOX
Mobile_DOF_NearBlurFactor=1.0
//@HSL_END_XBOX
Mobile_DOF_FarBlurFactor=1.0
}
};
`if(`__TW_POSTPROCESS_)
struct native TWPostProcessSettings
{
/** Whether the post process volume is allowed to override the DOF_FocalDistance setting */
var bool bOverride_DOF_FocalDistance;
/** Fixed distance to the in-focus plane */
var(DepthOfField) interp float DOF_FocalDistance<editcondition=bOverride_DOF_FocalDistance>;
/** Whether the post process volume is allowed to override the DOF_SharpRadius setting */
var bool bOverride_DOF_SharpRadius;
/** [World] World-unit radius around the focal point that is unblurred. */
var(DepthOfField) interp float DOF_SharpRadius<editcondition=bOverride_DOF_SharpRadius>;
/** Whether the post process volume is allowed to override the DOF_FocalRadius setting */
var bool bOverride_DOF_FocalRadius;
/** [World] World-unit focal radius that defines how far away from the focal plane ( +/- sharp radius ) the maximum far/near blur radius is reached. */
var(DepthOfField) interp float DOF_FocalRadius<editcondition=bOverride_DOF_FocalRadius>;
/** Whether the post process volume is allowed to override the DOF_MinBlurSize setting */
var bool bOverride_DOF_MinBlurSize;
/** [World] Minimum blur size. */
var(DepthOfField) interp float DOF_MinBlurSize<editcondition=bOverride_DOF_MinBlurSize>;
/** Whether the post process volume is allowed to override the DOF_MaxNearBlurSize setting */
var bool bOverride_DOF_MaxNearBlurSize;
/** [World] Maximum blur size for near-field (objects closer than focal point). */
var(DepthOfField) interp float DOF_MaxNearBlurSize<editcondition=bOverride_DOF_MaxNearBlurSize>;
/** Whether the post process volume is allowed to override the DOF_MaxFarBlurSize setting */
var bool bOverride_DOF_MaxFarBlurSize;
/** [World] Maximum blur size for far-field (objects more distance than focal point). */
var(DepthOfField) interp float DOF_MaxFarBlurSize<editcondition=bOverride_DOF_MaxFarBlurSize>;
/** Whether the post process volume is allowed to override the DOF_ExpFalloff setting */
var bool bOverride_DOF_ExpFalloff;
/** [World] Exponent that is used to transition to max blur size inside the focal radius. */
/** 1 -> linear transition */
/** > 1 slower than linear transition */
/** < 1 faster than linear transition */
var(DepthOfField) interp float DOF_ExpFalloff<editcondition=bOverride_DOF_ExpFalloff>;
/** Foreground versions of above settings. Deliberately not exposed. These are set by weapon directly */
var float DOF_FG_SharpRadius;
var float DOF_FG_FocalRadius;
var float DOF_FG_MinBlurSize;
var float DOF_FG_MaxNearBlurSize;
var float DOF_FG_ExpFalloff;
/** Whether the post process volume is allowed to override the Bloom_Intensity setting */
var bool bOverride_Bloom_Intensity;
/** Scales the final bloom color before applying to the scene */
var(Bloom) interp float Bloom_Intensity<editcondition=bOverride_Bloom_Intensity>;
/** Whether the post process volume is allowed to override the Bloom_Width setting */
var bool bOverride_Bloom_Width;
/** Width multiplier for the blur kernel. Larger values equal width bloom. */
var(Bloom) interp float Bloom_Width<editcondition=bOverride_Bloom_Width>;
/** Whether the post process volume is allowed to override the Bloom_Exposure setting */
var bool bOverride_Bloom_Exposure;
/** During the bright-pass phase, the candidate color at each pixel is scaled by this
* value before applying the threshold. */
var(Bloom) interp float Bloom_Exposure<editcondition=bOverride_Bloom_Exposure>;
/** Whether the post process volume is allowed to override the Bloom_Threshold setting */
var bool bOverride_Bloom_Threshold;
/** Threshold value for determining which pixels contribute to bloom. Pixel colors
* are scaled by Exposure before applying the threshold. */
var(Bloom) interp float Bloom_Threshold<editcondition=bOverride_Bloom_Threshold>;
/** Duration over which to interpolate values to. */
var float Bloom_InterpolationDuration;
/** Controls the film-grain noise intensity (TW post process effect only) */
var(Noise) interp float NoiseIntensity;
/** Whether the post process volume is allowed to override the Fog_Start_Distance setting from previously set value e.g. through WorldSettings */
var bool bOverride_Fog_Start_Distance;
/** Distance from the camera at which the fog kicks in (World Space Units) */
var(DistanceFog) interp float Fog_Start_Distance<UIMin=0.0 | ClampMin=0.0 | editcondition=bOverride_Fog_Start_Distance>;
/** Whether the post process volume is allowed to override the Fog_MaxStrength_Distance setting from previously set value e.g. through WorldSettings */
var bool bOverride_Fog_MaxStrength_Distance;
/** Distance from the camera at which max fog kicks in (World Space Units).
This is the distance at which the interp ends - max fog will be in effect past this distance.
This should be greater than Fog Start Distance.
*/
var(DistanceFog) interp float Fog_MaxStrength_Distance<UIMin=0.0 | ClampMin=0.0 | editcondition=bOverride_Fog_MaxStrength_Distance>;
/** Whether the post process volume is allowed to override the Fog_AnimationCutoff_Distance setting from previously set value e.g. through WorldSettings */
var bool bOverride_Fog_AnimationCutoff_Distance;
/** Distance at which the perlin noise based fog animation will give way to a solid fog color.
This should be greater than Fog Start Distance. Clamp at 30000 uu as noise samples get bunched together
at a distance creating a salt and pepper pattern since the sampling is not perspective correct
*/
var(DistanceFog) interp float Fog_AnimationCutoff_Distance<UIMin=0.0 | ClampMin=0.0 | ClampMax=30000.0 | editcondition=bOverride_Fog_AnimationCutoff_Distance>;
/** Whether the post process volume is allowed to override the Fog_Intensity setting from previously set value e.g. through WorldSettings */
var bool bOverride_Fog_Intensity;
/** 0-1 value that controls how much fog to apply. 0 - No fog, 1 - Full fog */
var(DistanceFog) interp float Fog_Intensity<UIMin=0.0 | UIMax=1.0 | ClampMin=0.0 | ClampMax=1.0 | editcondition=bOverride_Fog_Intensity>;
/** Whether the post process volume is allowed to override the Fog_MinAmount setting from previously set value e.g. through WorldSettings */
var bool bOverride_Fog_MinAmount;
/** 0-1 value that specifies the lower bound on the amount of fog. This will be modulated by Fog_Intesity. */
var(DistanceFog) interp float Fog_MinAmount<UIMin=0.0 | UIMax=1.0 | ClampMin=0.0 | ClampMax=1.0 | editcondition=bOverride_Fog_MinAmount>;
/** Whether the post process volume is allowed to override the Fog_Color setting from previously set value e.g. through WorldSettings */
var bool bOverride_Fog_Color;
/** Fog Color */
var(DistanceFog) LinearColor Fog_Color<editcondition=bOverride_Fog_Color>;
/** Duration over which to interpolate values to */
var float Fog_InterpolationDuration;
/** Whether to use tile-max motion blur */
var bool MB_TileMaxEnabled;
/** If gameplay is overriding DOF setting */
var bool bForceGameplayDOF;
/** If gameplay is override Bloom setting */
var bool bForceGameplayBloom;
/** If gameplay is overriding Image grain intensity */
var bool bForceGameplayImageGrain;
/** If gameplay is applying a tint to separate translucency */
var bool bForceGameplayTranslucencyTint;
/** Whether reflections should be allowed or not */
var(Reflections) bool bEnableScreenSpaceReflections;
/** Whether full-screen blur is enabled */
var bool bBlurEnabled;
/** Full-screen blur strength */
var float BlurStrength;
structcpptext
{
/* default constructor, for script, values are overwritten by serialization after that */
FTWPostProcessSettings()
{}
/* second constructor, supposed to be used by C++ */
FTWPostProcessSettings(INT A)
{
DOF_FocalDistance=1000.0f;
DOF_SharpRadius=800.0f;
DOF_FocalRadius=1200.0f;
DOF_MinBlurSize=0.0f;
DOF_MaxNearBlurSize=0.0f;
DOF_MaxFarBlurSize=0.0f;
DOF_ExpFalloff=1.0f;
DOF_FG_SharpRadius=75.0f;
DOF_FG_FocalRadius=150.0f;
DOF_FG_MinBlurSize=0.0f;
DOF_FG_MaxNearBlurSize=0.0f;
DOF_FG_ExpFalloff=1.0f;
MB_TileMaxEnabled=true;
bEnableScreenSpaceReflections=TRUE;
Bloom_Intensity = 1.05f;
Bloom_Width = 4.0f;
Bloom_Exposure = 1.25f;
Bloom_Threshold = 0.6f;
Bloom_InterpolationDuration = 1.0f;
Fog_Start_Distance=0.0;
Fog_MaxStrength_Distance=10000.0;
Fog_AnimationCutoff_Distance=8000.0;
Fog_Intensity=0.3;
Fog_MinAmount=0.1;
Fog_Color= FLinearColor(1.0, 1.0, 1.0);
Fog_InterpolationDuration=3.f;
NoiseIntensity = 1.0f;
bBlurEnabled = FALSE;
BlurStrength = 0.0f;
}
}
structdefaultproperties
{
DOF_FocalDistance=1000.0
DOF_SharpRadius=800.0
DOF_FocalRadius=1200.0
DOF_MinBlurSize=0.0
DOF_MaxNearBlurSize=0.0
DOF_MaxFarBlurSize=0.0
DOF_ExpFalloff=1.0
DOF_FG_SharpRadius=75.0
DOF_FG_FocalRadius=150.0
DOF_FG_MinBlurSize=0.0
DOF_FG_MaxNearBlurSize=0.0
DOF_FG_ExpFalloff=1.0
MB_TileMaxEnabled=true
bEnableScreenSpaceReflections=true
Bloom_Intensity=1.05
Bloom_Width=4
Bloom_Exposure=1.25
Bloom_Threshold=0.6
Bloom_InterpolationDuration=1.0
Fog_Start_Distance=0.0
Fog_MaxStrength_Distance=10000.0
Fog_AnimationCutoff_Distance=8000.0
Fog_Intensity=0.3
Fog_MinAmount=0.1
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
}