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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]
24 lines
669 B
C++
24 lines
669 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 AddLocalExposureBlurredLogLuminancePass(
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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 InputTexture);
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void AddApplyLocalExposurePass(
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FRDGBuilder& GraphBuilder,
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const FViewInfo& View,
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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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FScreenPassTexture Input,
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FScreenPassTexture Output,
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ERDGPassFlags PassFlags); |