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UnrealEngineUWP/Engine/Documentation/Source/Resources/ContentExamples/PostProcessing/PostProcessing.INT.udn
Ben Marsh 49831a5631 Include documentation source in repository.
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Availability: Public
Title:Post Processing Content Examples
Crumbs:%ROOT%, Resources, Resources/ContentExamples
Description:Overview of the samples provided in the Post Processing Content Examples
Related: Engine/Rendering/Overview
Related: Engine/Rendering/PostProcessEffects
Related: Engine/Rendering/PostProcessEffects/PostProcessMaterials
Related: Resources/Showcases/Stylized
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[TOC(start:2 end:2)]
## Overview
The Content Examples provided in the **PostProcessing** map illustrate how to add screen effects inside and outside of a **Post Processing Volume**. By adjusting the properties of a **Post Processing Volume** you can achieve effects like lens flares, screen tinting or blurring and many others as well as define how volumes interact with one another or a player.
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You can find additional resources for each example by clicking on the example's name.
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## PostProcessing Map
![](PostProcessing_Map.png)(w:640)
Listed below are the examples provided inside the **PostProcessing** map:
| Example | What is Demonstrated |
| ------- | ------------ |
| **[1.1 Default Settings](Resources\ContentExamples\PostProcessing\1_1)** | The default settings of a **Post Process Volume** (also the settings used when a camera is not within a **Post Process Volume**). |
| **[1.2 Film](Resources\ContentExamples\PostProcessing\1_2)** | **Film** allows you to adjust the color of your scenes. |
| **[1.3 SceneColor](Resources\ContentExamples\PostProcessing\1_3)** | **Scene Color** applies effects, instead of the color shifts seen in the **Film** section, to your scene (e.g. **Vignette**, **Scene Fringe**, and **Tone Mapping** effects are shown). |
| **[1.4 Bloom](Resources\ContentExamples\PostProcessing\1_4)** | **Bloom** simulates the effects the eye perceives when viewing objects that appear very bright. |
| **[1.5 Ambient Cubemap](Resources\ContentExamples\PostProcessing\1_5)** | The **Ambient Cubemap** lights the scene from a provided image. |
| **[1.6 AutoExposure](Resources\ContentExamples\PostProcessing\1_6)** | Shows how to simulate the effect of the human eye adjusting to a bright environment when coming from a dark environment or vice versa with **Auto Exposure**.|
| **[1.7 Lens Flares](Resources\ContentExamples\PostProcessing\1_7)** | **Lens Flare** simulates the scattering of light when viewing bright objects through imperfections found in camera lenses. |
| **[1.8 Ambient Occlusion](Resources\ContentExamples\PostProcessing\1_8)** | An effect that approximates the attenuation of light due to occlusion. Best used as a subtle effect that darkens corners or crevices to make them appear more natural.|
| **[1.9 Screenspace Reflection](Resources\ContentExamples\PostProcessing\1_9)** | Alters the appearance of objects in reflections where the **Intensity**, **Quality**, or **Max Roughness** can be set. |
| **[1.10 Global Illumination](Resources\ContentExamples\PostProcessing\1_10)** | How to affect the indirect lighting contribution coming from **Lightmass** in order to alter a scene's brightness, tint, or color. |
| **[1.11 Depth Of Field](Resources\ContentExamples\PostProcessing\1_11)** | Applying a blur effect to a scene based on distance in front or behind a focal point with **Depth of Field**. |
| **[1.12 Motion Blur](Resources\ContentExamples\PostProcessing\1_12)** | Generating a **Motion Blur** which blurs objects based on its motion. |
| **[1.13 Screen Percentage](Resources\ContentExamples\PostProcessing\1_13)** | Through **Screen Percentage**, a scene is rendered at a lower resolution and then scaled up. The Screen Percentage value represents a percentage of the overall resolution of the scene. |
| **[1.14 AA Method](Resources\ContentExamples\PostProcessing\1_14)** | Demonstrates **Anti-Aliasing** (or AA) which improves image quality by smoothing out the edges that appear jagged on screen. |
| **[1.15 Blur GBuffer intensity](Resources\ContentExamples\PostProcessing\1_15)** | Although hard to see, this effect helps with anti-aliasing by increasing the **Material Roughness** on the hard edges of surfaces, smoothing out the reflections on those hard edges. |
| **[1.16 Blendables](Resources\ContentExamples\PostProcessing\1_16)** | **Blendables** are, in short, overlays that can be applied to the screen (e.g. screen warping or coloring). |
| **[1.17 Priorites](Resources\ContentExamples\PostProcessing\1_17)** | Allows you to control which **Post Process Volumes** will override one another if they are overlapping. |
| **[1.18 Blend Radius and Weight](Resources\ContentExamples\PostProcessing\1_18)** | Used to change the transition from one **Post Process Volume** to another over a distance (e.g. blend scene tint or color based on distance to an object). |
| **[1.19 Unbound](Resources\ContentExamples\PostProcessing\1_19)** | This allows you to create a global **Post Process** effect without being constrained to being inside an actual volume (e.g. the effects are applied where ever you are in the world). |