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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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Classes | |
| struct | FBokehModel |
| struct | FPhysicalCocModel |
Enumerations | |
| enum class | EBokehShape { Circle , StraightBlades , RoundedBlades } |
Functions | |
| void | SetCocModelParameters (FRDGBuilder &GraphBuilder, FDOFCocModelShaderParameters *OutParameters, const FPhysicalCocModel &CocModel, float CocRadiusBasis) |
| bool | IsEnabled (const FViewInfo &View) |
| FVector4f | CircleDofHalfCoc (const FViewInfo &View) |
| RENDERER_API bool | IsSupported (const FStaticShaderPlatform ShaderPlatform) |
| RENDERER_API bool | AddPasses (FRDGBuilder &GraphBuilder, const FSceneTextureParameters &SceneTextures, const FViewInfo &View, FRDGTextureRef InputSceneColor, const FTranslucencyPassResources &TranslucencyViewResources, FRDGTextureRef &OutputColor) |
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strong |
| bool DiaphragmDOF::AddPasses | ( | FRDGBuilder & | GraphBuilder, |
| const FSceneTextureParameters & | SceneTextures, | ||
| const FViewInfo & | View, | ||
| FRDGTextureRef | InputSceneColor, | ||
| const FTranslucencyPassResources & | TranslucencyViewResources, | ||
| FRDGTextureRef & | OutputColor | ||
| ) |
Wire all DOF's passes according to view settings and cvars to convolve the scene color.
Which layer to gather.
Configuration of the pass.
Postfilter method to apply on this gather pass.
Bokeh simulation to do.
Number of rings.
Whether there is a scattering pass.
| bool DiaphragmDOF::IsSupported | ( | const FStaticShaderPlatform | ShaderPlatform | ) |
Returns whether DOF is supported.
| void DiaphragmDOF::SetCocModelParameters | ( | FRDGBuilder & | GraphBuilder, |
| FDOFCocModelShaderParameters * | OutParameters, | ||
| const FPhysicalCocModel & | CocModel, | ||
| float | CocRadiusBasis | ||
| ) |