Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Renderer.Build.cs
Martin Mittring e17ddf3238 Added new Blendable called "LightPropagationVolume Blendable" which can be hooked up to the PostProcessVolume/Misc/Blendables to override LPV settings.
This work is an example on how to make rendering settings outside of the engine still getting the convenient blending functionality of the PostProcess settings.

todo:
* Blueprint scripting (dynamic asset generation?)
* Improve the UI to create settings without using the content browser (asset living in the level).

later todo:
* Remove the LPV settings in the struct (content changes might be needed, if we don't provide an automatic upgrade for those settings).
* We can expose the BlendableManager to other areas (gameplay/tick/blueprint).
* Break out more/all from the post process struct
* We might change the name of the PostProcessVolume as it no longer only affects post processing.

[CL 2569730 by Martin Mittring in Main branch]
2015-05-28 19:29:35 -04:00

41 lines
1.1 KiB
C#

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class Renderer : ModuleRules
{
public Renderer(TargetInfo Target)
{
PrivateIncludePaths.AddRange(
new string[] {
"Runtime/Renderer/Private",
"Runtime/Renderer/Private/CompositionLighting",
"Runtime/Renderer/Private/PostProcess",
}
);
PublicDependencyModuleNames.Add("Core");
PublicDependencyModuleNames.Add("Engine");
// Renderer module builds faster without unity
// Non-unity also provides faster iteration
// Not enabled by default as it might harm full rebuild times without XGE
//bFasterWithoutUnity = true;
MinFilesUsingPrecompiledHeaderOverride = 4;
PrivateDependencyModuleNames.AddRange(
new string[] {
"CoreUObject",
"RenderCore",
"RHI",
"ShaderCore",
"UtilityShaders",
}
);
PrivateIncludePathModuleNames.AddRange(new string[] { "HeadMountedDisplay", "LightPropagationVolumeRuntime" });
DynamicallyLoadedModuleNames.AddRange(new string[] { "HeadMountedDisplay" });
}
}