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- Image exposure is locally adjusted by decomposing luminance of the frame into a base layer and a detail layer. - Base layer contrast can be reduced while preserving detail. - Support blending with gaussian blurred luminance as proposed in Advances in Real-Time Rendering in Games 2021. - Controls in PostProcessVolume. - r.LocalExposure cvar to control whether local exposure is supported. - Visualization mode in "Show->Visualize->Local Expsoure". Multiple modes controllable using r.LocalExposure.VisualizeDebugMode. - Bilateral grid generation not yet optimized. Optimization should include increasing depth of grid to match histogram size so that global histogram can be generated from grid. - Added option to use mirror address mode in PostProcessWeightedSampleSum, since black border adds noticeable vignetting to the blurred luminance. #preflight 612f65169db3090001ba3eec #rb Brian.Karis, Guillaume.Abadie, Krzysztof.Narkowicz #ROBOMERGE-SOURCE: CL 17385317 #ROBOMERGE-BOT: (v865-17346139) [CL 17387198 by tiago costa in ue5-main branch]
25 lines
743 B
C++
25 lines
743 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "OverridePassSequence.h"
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class FEyeAdaptationParameters;
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struct FVisualizeLocalExposureInputs
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{
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// [Optional] Render to the specified output. If invalid, a new texture is created and returned.
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FScreenPassRenderTarget OverrideOutput;
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FScreenPassTexture SceneColor;
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FScreenPassTexture HDRSceneColor;
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FRDGTextureRef EyeAdaptationTexture = nullptr;
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FRDGTextureRef LumBilateralGridTexture = nullptr;
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FRDGTextureRef BlurredLumTexture = nullptr;
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const FEyeAdaptationParameters* EyeAdaptationParameters = nullptr;
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};
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FScreenPassTexture AddVisualizeLocalExposurePass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FVisualizeLocalExposureInputs& Inputs); |