UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
BlendableInterface.h File Reference
#include "UObject/ObjectMacros.h"
#include "UObject/Interface.h"
#include "BlendableInterface.generated.h"

Go to the source code of this file.

Classes

class  UBlendableInterface
 
class  IBlendableInterface
 
struct  FPostProcessMaterialNode
 
struct  FPostProcessMaterialNode::FCompare
 

Enumerations

enum  EBlendableLocation : int {
  BL_SceneColorBeforeDOF = 2 UMETA(DisplayName="Scene Color Before DOF") , BL_SceneColorAfterDOF = 1 UMETA(DisplayName = "Scene Color After DOF") , BL_TranslucencyAfterDOF = 5 UMETA(DisplayName = "Translucency After DOF") , BL_SSRInput = 4 UMETA(DisplayName = "SSR Input") ,
  BL_SceneColorBeforeBloom = 6 UMETA(DisplayName = "Scene Color Before Bloom") , BL_ReplacingTonemapper = 3 UMETA(DisplayName="Replacing the Tonemapper") , BL_SceneColorAfterTonemapping = 0 UMETA(DisplayName = "Scene Color After Tonemapping") , BL_MAX = 7 UMETA(Hidden) ,
  UE_DEPRECATED =(5.4, "Renamed to BL_SceneColorBeforeDOF") = BL_SceneColorBeforeDOF UMETA(Hidden) , UE_DEPRECATED =(5.4, "Renamed to BL_SceneColorBeforeDOF") = BL_SceneColorBeforeDOF UMETA(Hidden) , UE_DEPRECATED =(5.4, "Renamed to BL_SceneColorBeforeDOF") = BL_SceneColorBeforeDOF UMETA(Hidden)
}
 

Enumeration Type Documentation

◆ EBlendableLocation

Where to place a post process material in the post processing chain.

Enumerator
BL_SceneColorBeforeDOF 

Post process material location to modify the scene color, between translucency distortion and DOF. Always run at rendering resolution. Inputs and output always in linear color space.

Input0:former pass scene color, excluding AfterDOF translucency Input1:AfterDOF translucency.

BL_SceneColorAfterDOF 

Post process material location to modify the scene color, between DOF and AfterDOF translucency. Always run at rendering resolution. Inputs and output always in linear color space.

Input0:former pass scene color, excluding AfterDOF translucency Input1:AfterDOF translucency.

BL_TranslucencyAfterDOF 

Post process material location to modify the AfterDOF translucency, before composition into the scene color. Always run at rendering resolution. Inputs and output always in linear color space.

Input0:scene color without translucency, after DOF, Input1:AfterDOF translucency.

BL_SSRInput 

Post process material location to compose a backplate into SSR, between TSR/TAA and next frame's SSR. Runs at display resolution with TSR or TAAU, rendering resolution otherwise. Inputs and output always in linear color space.

Input0:TAA/TSR output,

BL_SceneColorBeforeBloom 

Post process material location to modify the scene color, before bloom. Runs at display resolution with TSR or TAAU, rendering resolution otherwise. Inputs and output always in linear color space.

Input0:former pass scene color,

BL_ReplacingTonemapper 

Post process material replacing the tone mapper, to modify the scene color. Runs at display resolution with TSR or TAAU, rendering resolution otherwise. Inputs are always linear color space.

Input0:former pass scene color, Input1:AfterDOF translucency.

BL_SceneColorAfterTonemapping 

Post process material location to modify the scene color, after tone mapper. Runs at display resolution with TSR or TAAU, rendering resolution otherwise. Inputs and output in different color spaces, based rendering settings for instance (sRGB/Rec709, HDR or even Linear Color).

Input0:former pass scene color, Input1:AfterDOF translucency.

BL_MAX 
UE_DEPRECATED 
UE_DEPRECATED 
UE_DEPRECATED