You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
- Otherwise bloom intensity will not properly match the bright regions of the final image. - Can be disabled using r.Bloom.ApplyLocalExposure. - For gaussian bloom, local exposure is applied during the setup pass. - For FFT bloom, local exposure is applied using an extra pass before convolution. - Implemented AddApplyLocalExposurePass which apply local exposure to an input texture. #rb Guillaume.Abadie #preflight 62b5f2e8bd4bf89e21c78caa #jira FORT-460700 [CL 20812852 by tiago costa in ue5-main branch]
46 lines
1.2 KiB
C++
46 lines
1.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
#pragma once
|
|
|
|
#include "ScreenPass.h"
|
|
|
|
class FSceneDownsampleChain;
|
|
class FEyeAdaptationParameters;
|
|
|
|
enum class EBloomQuality : uint32
|
|
{
|
|
Disabled,
|
|
Q1,
|
|
Q2,
|
|
Q3,
|
|
Q4,
|
|
Q5,
|
|
MAX
|
|
};
|
|
|
|
EBloomQuality GetBloomQuality();
|
|
|
|
FScreenPassTexture AddGaussianBloomPasses(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FSceneDownsampleChain* SceneDownsampleChain);
|
|
|
|
struct FBloomSetupInputs
|
|
{
|
|
// [Required]: The intermediate scene color being processed.
|
|
FScreenPassTexture SceneColor;
|
|
|
|
// [Required]: The scene eye adaptation texture.
|
|
FRDGTextureRef EyeAdaptationTexture = nullptr;
|
|
|
|
// [Required]: The bloom threshold to apply. Must be >0.
|
|
float Threshold = 0.0f;
|
|
|
|
// [Optional] Eye adaptation parameters.
|
|
const FEyeAdaptationParameters* EyeAdaptationParameters = nullptr;
|
|
|
|
// [Optional] Luminance bilateral grid. If this is null, local exposure is disabled.
|
|
FRDGTextureRef LocalExposureTexture = nullptr;
|
|
|
|
// [Optional] Blurred luminance texture used to calculate local exposure.
|
|
FRDGTextureRef BlurredLogLuminanceTexture = nullptr;
|
|
};
|
|
|
|
FScreenPassTexture AddBloomSetupPass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FBloomSetupInputs& Inputs); |