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- 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]
31 lines
797 B
C++
31 lines
797 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "RenderGraph.h"
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#include "ScenePrivate.h"
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#include "ScreenPass.h"
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class FEyeAdaptationParameters;
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// Returns whether FFT bloom is enabled for the view.
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bool IsFFTBloomEnabled(const FViewInfo& View);
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float GetFFTBloomResolutionFraction(const FIntPoint& ViewSize);
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struct FFFTBloomOutput
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{
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FScreenPassTexture BloomTexture;
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FRDGBufferRef SceneColorApplyParameters = nullptr;
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};
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FFFTBloomOutput AddFFTBloomPass(
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FRDGBuilder& GraphBuilder,
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const FViewInfo& View,
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const FScreenPassTexture& InputSceneColor,
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float InputResolutionFraction,
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const FEyeAdaptationParameters& EyeAdaptationParameters,
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FRDGTextureRef EyeAdaptationTexture,
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FRDGTextureRef LocalExposureTexture,
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FRDGTextureRef BlurredLogLuminanceTexture);
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