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- In this initial version luminance used for auto exposure is divided by base color luminance.
- this doesn't properly take into account specular, reflections, volumetrics, emissive, etc.
- Can be enabled using r.AutoExposure.IgnoreMaterials.
#rb Krzysztof.Narkowicz, Brian.Karis
#preflight skip
[CL 22836851 by tiago costa in ue5-main branch]
21 lines
565 B
C++
21 lines
565 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "ScreenPass.h"
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class FEyeAdaptationParameters;
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FRDGTextureRef AddHistogramPass(
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FRDGBuilder& GraphBuilder,
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const FViewInfo& View,
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const FEyeAdaptationParameters& EyeAdaptationParameters,
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FScreenPassTexture SceneColor,
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const FSceneTextureParameters& SceneTextures,
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FRDGTextureRef EyeAdaptationTexture);
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FRDGTextureRef AddLocalExposurePass(
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FRDGBuilder& GraphBuilder,
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const FViewInfo& View,
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const FEyeAdaptationParameters& EyeAdaptationParameters,
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FScreenPassTexture SceneColor); |