UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
PostProcessEyeAdaptation.cpp File Reference

Classes

class  FCopyEyeAdaptationToTextureCS
 CopyEyeAdaptationToTexture. More...
 
class  FSetupExposureIlluminanceCS
 Setup. More...
 
class  FCalculateExposureIlluminanceCS
 
class  FEyeAdaptationCS
 Histogram Eye Adaptation. More...
 
class  FBasicEyeAdaptationSetupPS
 Basic Eye Adaptation. More...
 
class  FBasicEyeAdaptationCS
 

Namespaces

namespace  AutoExposurePermutation
 

Functions

bool IsMobileEyeAdaptationEnabled (const FViewInfo &View)
 
bool AutoExposurePermutation::ShouldCompileCommonPermutation (const FCommonDomain &PermutationVector)
 
FCommonDomain AutoExposurePermutation::BuildCommonPermutationDomain ()
 
bool IsAutoExposureMethodSupported (ERHIFeatureLevel::Type FeatureLevel, EAutoExposureMethod AutoExposureMethodId)
 
bool IsExtendLuminanceRangeEnabled ()
 
bool IsAutoExposureUsingIlluminanceEnabled (const FViewInfo &View)
 
int32 GetAutoExposureIlluminanceDownscaleFactor ()
 
float LuminanceMaxFromLensAttenuation ()
 
EAutoExposureMethod GetAutoExposureMethod (const FViewInfo &View)
 
float GetAutoExposureCompensationFromSettings (const FViewInfo &View)
 
float GetAutoExposureCompensationFromCurve (const FViewInfo &View)
 
bool IsAutoExposureDebugMode (const FViewInfo &View)
 
float CalculateFixedAutoExposure (const FViewInfo &View)
 
float CalculateManualAutoExposure (const FViewInfo &View, bool bForceDisablePhysicalCamera)
 
FVector2f GetExposureCompensationCurveLUTScaleBias ()
 
void BeginUpdateExposureCompensationCurveLUT (TArrayView< FViewInfo > Views, FUpdateExposureCompensationCurveLUTTaskData *TaskData)
 
void FinishUpdateExposureCompensationCurveLUT (FRHICommandListImmediate &RHICmdList, FUpdateExposureCompensationCurveLUTTaskData *TaskData)
 
FEyeAdaptationParameters GetEyeAdaptationParameters (const FViewInfo &View)
 
float GetEyeAdaptationFixedExposure (const FViewInfo &View)
 
 IMPLEMENT_GLOBAL_SHADER (FCopyEyeAdaptationToTextureCS, "/Engine/Private/PostProcessEyeAdaptationUtils.usf", "CopyEyeAdaptationToTextureCS", SF_Compute)
 
void AddCopyEyeAdaptationDataToTexturePass (FRDGBuilder &GraphBuilder, const FGlobalShaderMap *ShaderMap, FRDGBufferRef EyeAdaptationBuffer, FRDGTextureRef OutputTexture)
 
FRDGTextureRef AddCopyEyeAdaptationDataToTexturePass (FRDGBuilder &GraphBuilder, const FViewInfo &View)
 
 IMPLEMENT_GLOBAL_SHADER (FSetupExposureIlluminanceCS, "/Engine/Private/PostProcessEyeAdaptation.usf", "SetupExposureIlluminance", SF_Compute)
 
FRDGTextureRef AddSetupExposureIlluminancePass (FRDGBuilder &GraphBuilder, TArrayView< const FViewInfo > Views, const FSceneTextures &SceneTextures)
 
 IMPLEMENT_GLOBAL_SHADER (FCalculateExposureIlluminanceCS, "/Engine/Private/PostProcessEyeAdaptation.usf", "CalculateExposureIlluminance", SF_Compute)
 
FRDGTextureRef AddCalculateExposureIlluminancePass (FRDGBuilder &GraphBuilder, TArrayView< const FViewInfo > Views, const FSceneTextures &SceneTextures, const FTranslucencyLightingVolumeTextures &TranslucencyLightingVolumeTextures, FRDGTextureRef ExposureIlluminanceSetup)
 
 IMPLEMENT_GLOBAL_SHADER (FEyeAdaptationCS, "/Engine/Private/PostProcessEyeAdaptation.usf", "EyeAdaptationCS", SF_Compute)
 
FRDGBufferRef AddHistogramEyeAdaptationPass (FRDGBuilder &GraphBuilder, const FViewInfo &View, const FEyeAdaptationParameters &EyeAdaptationParameters, const FLocalExposureParameters &LocalExposureParameters, FRDGTextureRef HistogramTexture, bool bComputeAverageLocalExposure)
 
 IMPLEMENT_GLOBAL_SHADER (FBasicEyeAdaptationSetupPS, "/Engine/Private/PostProcessEyeAdaptation.usf", "BasicEyeAdaptationSetupPS", SF_Pixel)
 
FScreenPassTexture AddBasicEyeAdaptationSetupPass (FRDGBuilder &GraphBuilder, const FViewInfo &View, const FEyeAdaptationParameters &EyeAdaptationParameters, FScreenPassTexture SceneColor)
 
 IMPLEMENT_GLOBAL_SHADER (FBasicEyeAdaptationCS, "/Engine/Private/PostProcessEyeAdaptation.usf", "BasicEyeAdaptationCS", SF_Compute)
 
FRDGBufferRef AddBasicEyeAdaptationPass (FRDGBuilder &GraphBuilder, const FViewInfo &View, const FEyeAdaptationParameters &EyeAdaptationParameters, const FLocalExposureParameters &LocalExposureParameters, FScreenPassTextureSlice SceneColor, FRDGBufferRef EyeAdaptationBuffer, bool bComputeAverageLocalExposure)
 

Function Documentation

◆ AddBasicEyeAdaptationPass()

FRDGBufferRef AddBasicEyeAdaptationPass ( FRDGBuilder GraphBuilder,
const FViewInfo View,
const FEyeAdaptationParameters EyeAdaptationParameters,
const FLocalExposureParameters LocalExposureParameters,
FScreenPassTextureSlice  SceneColor,
FRDGBufferRef  EyeAdaptationBuffer,
bool  bComputeAverageLocalExposure 
)

◆ AddBasicEyeAdaptationSetupPass()

FScreenPassTexture AddBasicEyeAdaptationSetupPass ( FRDGBuilder GraphBuilder,
const FViewInfo View,
const FEyeAdaptationParameters EyeAdaptationParameters,
FScreenPassTexture  SceneColor 
)

◆ AddCalculateExposureIlluminancePass()

FRDGTextureRef AddCalculateExposureIlluminancePass ( FRDGBuilder GraphBuilder,
TArrayView< const FViewInfo Views,
const FSceneTextures SceneTextures,
const FTranslucencyLightingVolumeTextures TranslucencyLightingVolumeTextures,
FRDGTextureRef  ExposureIlluminanceSetup 
)

◆ AddCopyEyeAdaptationDataToTexturePass() [1/2]

void AddCopyEyeAdaptationDataToTexturePass ( FRDGBuilder GraphBuilder,
const FGlobalShaderMap ShaderMap,
FRDGBufferRef  EyeAdaptationBuffer,
FRDGTextureRef  OutputTexture 
)

◆ AddCopyEyeAdaptationDataToTexturePass() [2/2]

FRDGTextureRef AddCopyEyeAdaptationDataToTexturePass ( FRDGBuilder GraphBuilder,
const FViewInfo View 
)

Helper function to get current eye adaptation in a texture. Should only be used by external plugins that require eye adaptation data in texture format.

◆ AddHistogramEyeAdaptationPass()

FRDGBufferRef AddHistogramEyeAdaptationPass ( FRDGBuilder GraphBuilder,
const FViewInfo View,
const FEyeAdaptationParameters EyeAdaptationParameters,
const FLocalExposureParameters LocalExposureParameters,
FRDGTextureRef  HistogramTexture,
bool  bComputeAverageLocalExposure 
)

◆ AddSetupExposureIlluminancePass()

FRDGTextureRef AddSetupExposureIlluminancePass ( FRDGBuilder GraphBuilder,
TArrayView< const FViewInfo Views,
const FSceneTextures SceneTextures 
)

◆ BeginUpdateExposureCompensationCurveLUT()

void BeginUpdateExposureCompensationCurveLUT ( TArrayView< FViewInfo Views,
FUpdateExposureCompensationCurveLUTTaskData TaskData 
)

◆ CalculateFixedAutoExposure()

float CalculateFixedAutoExposure ( const FViewInfo View)

◆ CalculateManualAutoExposure()

float CalculateManualAutoExposure ( const FViewInfo View,
bool  bForceDisablePhysicalCamera 
)

◆ FinishUpdateExposureCompensationCurveLUT()

void FinishUpdateExposureCompensationCurveLUT ( FRHICommandListImmediate RHICmdList,
FUpdateExposureCompensationCurveLUTTaskData TaskData 
)

◆ GetAutoExposureCompensationFromCurve()

float GetAutoExposureCompensationFromCurve ( const FViewInfo View)

◆ GetAutoExposureCompensationFromSettings()

float GetAutoExposureCompensationFromSettings ( const FViewInfo View)

◆ GetAutoExposureIlluminanceDownscaleFactor()

int32 GetAutoExposureIlluminanceDownscaleFactor ( )

◆ GetAutoExposureMethod()

EAutoExposureMethod GetAutoExposureMethod ( const FViewInfo View)

◆ GetExposureCompensationCurveLUTScaleBias()

FVector2f GetExposureCompensationCurveLUTScaleBias ( )

◆ GetEyeAdaptationFixedExposure()

float GetEyeAdaptationFixedExposure ( const FViewInfo View)

◆ GetEyeAdaptationParameters()

FEyeAdaptationParameters GetEyeAdaptationParameters ( const FViewInfo View)

◆ IMPLEMENT_GLOBAL_SHADER() [1/6]

IMPLEMENT_GLOBAL_SHADER ( FBasicEyeAdaptationCS  ,
"/Engine/Private/PostProcessEyeAdaptation.usf"  ,
"BasicEyeAdaptationCS"  ,
SF_Compute   
)

◆ IMPLEMENT_GLOBAL_SHADER() [2/6]

IMPLEMENT_GLOBAL_SHADER ( FBasicEyeAdaptationSetupPS  ,
"/Engine/Private/PostProcessEyeAdaptation.usf"  ,
"BasicEyeAdaptationSetupPS"  ,
SF_Pixel   
)

◆ IMPLEMENT_GLOBAL_SHADER() [3/6]

IMPLEMENT_GLOBAL_SHADER ( FCalculateExposureIlluminanceCS  ,
"/Engine/Private/PostProcessEyeAdaptation.usf"  ,
"CalculateExposureIlluminance"  ,
SF_Compute   
)

◆ IMPLEMENT_GLOBAL_SHADER() [4/6]

IMPLEMENT_GLOBAL_SHADER ( FCopyEyeAdaptationToTextureCS  ,
"/Engine/Private/PostProcessEyeAdaptationUtils.usf"  ,
"CopyEyeAdaptationToTextureCS"  ,
SF_Compute   
)

◆ IMPLEMENT_GLOBAL_SHADER() [5/6]

IMPLEMENT_GLOBAL_SHADER ( FEyeAdaptationCS  ,
"/Engine/Private/PostProcessEyeAdaptation.usf"  ,
"EyeAdaptationCS"  ,
SF_Compute   
)

◆ IMPLEMENT_GLOBAL_SHADER() [6/6]

IMPLEMENT_GLOBAL_SHADER ( FSetupExposureIlluminanceCS  ,
"/Engine/Private/PostProcessEyeAdaptation.usf"  ,
"SetupExposureIlluminance"  ,
SF_Compute   
)

◆ IsAutoExposureDebugMode()

bool IsAutoExposureDebugMode ( const FViewInfo View)

◆ IsAutoExposureMethodSupported()

bool IsAutoExposureMethodSupported ( ERHIFeatureLevel::Type  FeatureLevel,
EAutoExposureMethod  AutoExposureMethodId 
)

◆ IsAutoExposureUsingIlluminanceEnabled()

bool IsAutoExposureUsingIlluminanceEnabled ( const FViewInfo View)

◆ IsExtendLuminanceRangeEnabled()

bool IsExtendLuminanceRangeEnabled ( )

◆ IsMobileEyeAdaptationEnabled()

bool IsMobileEyeAdaptationEnabled ( const FViewInfo View)

◆ LuminanceMaxFromLensAttenuation()

float LuminanceMaxFromLensAttenuation ( )