Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessHistogram.h
tiago costa 5bef1f381b Experimental support for calculating auto exposure without being affected by materials.
- 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]
2022-10-28 16:07:22 -04:00

21 lines
565 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "ScreenPass.h"
class FEyeAdaptationParameters;
FRDGTextureRef AddHistogramPass(
FRDGBuilder& GraphBuilder,
const FViewInfo& View,
const FEyeAdaptationParameters& EyeAdaptationParameters,
FScreenPassTexture SceneColor,
const FSceneTextureParameters& SceneTextures,
FRDGTextureRef EyeAdaptationTexture);
FRDGTextureRef AddLocalExposurePass(
FRDGBuilder& GraphBuilder,
const FViewInfo& View,
const FEyeAdaptationParameters& EyeAdaptationParameters,
FScreenPassTexture SceneColor);