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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <DiaphragmDOF.h>
Public Member Functions | |
| void | Compile (const FViewInfo &View) |
| FVector2f | GetLensRadius () const |
| float | DepthToResCocRadius (float SceneDepth, float HorizontalResolution) const |
| FORCEINLINE float | ComputeViewMaxBackgroundCocRadius (float HorizontalResolution) const |
| FORCEINLINE float | ComputeViewMinForegroundCocRadius (float HorizontalResolution) const |
Static Public Attributes | |
| static const uint32 | MaxMatteBoxFlags = 3 |
Physically based circle of confusion computation model.
Compile the coc model from a view.
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inline |
Returns limit(SceneDepthToCocRadius) for SceneDepth -> Infinity.
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inline |
Returns limit(SceneDepthToCocRadius) for SceneDepth -> 0.
Note: this return negative or null value since this is foreground.
| float DiaphragmDOF::FPhysicalCocModel::DepthToResCocRadius | ( | float | SceneDepth, |
| float | HorizontalResolution | ||
| ) | const |
Returns the CocRadius in half res pixels for given scene depth (in world unit).
Notes: Matches Engine/Shaders/Private/DiaphragmDOF/Common.ush's SceneDepthToCocRadius().
| FVector2f DiaphragmDOF::FPhysicalCocModel::GetLensRadius | ( | ) | const |
Returns the lens radius in unreal unit from which the path traced ray should be traced from.
| float DiaphragmDOF::FPhysicalCocModel::BarrelLength |
| float DiaphragmDOF::FPhysicalCocModel::BarrelRadius |
| bool DiaphragmDOF::FPhysicalCocModel::bEnableDynamicOffset |
Indicates whether a dynamic offset dependent on scene depth should be computed for every pixel
| float DiaphragmDOF::FPhysicalCocModel::DepthBlurExponent |
| FRHITexture* DiaphragmDOF::FPhysicalCocModel::DynamicRadiusOffsetLUT |
Radius offset lookup table
| float DiaphragmDOF::FPhysicalCocModel::FocusDistance |
| float DiaphragmDOF::FPhysicalCocModel::FStops |
| float DiaphragmDOF::FPhysicalCocModel::InfinityBackgroundCocRadius |
| float DiaphragmDOF::FPhysicalCocModel::InFocusRadius |
When dynamic offset is enabled, this is the coc radius at which objects will be perfectly sharp
| TStaticArray<FMatteBoxFlag, MaxMatteBoxFlags> DiaphragmDOF::FPhysicalCocModel::MatteBoxFlags |
| float DiaphragmDOF::FPhysicalCocModel::MaxBackgroundCocRadius |
| float DiaphragmDOF::FPhysicalCocModel::MaxDepthBlurRadius |
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static |
| float DiaphragmDOF::FPhysicalCocModel::MinForegroundCocRadius |
| float DiaphragmDOF::FPhysicalCocModel::Petzval |
| FVector2f DiaphragmDOF::FPhysicalCocModel::PetzvalExclusionBoxExtents |
| float DiaphragmDOF::FPhysicalCocModel::PetzvalExclusionBoxRadius |
| float DiaphragmDOF::FPhysicalCocModel::PetzvalFalloffPower |
| float DiaphragmDOF::FPhysicalCocModel::RenderingAspectRatio |
| float DiaphragmDOF::FPhysicalCocModel::SensorHeight |
| float DiaphragmDOF::FPhysicalCocModel::SensorWidth |
| float DiaphragmDOF::FPhysicalCocModel::Squeeze |
| float DiaphragmDOF::FPhysicalCocModel::VerticalFocalLength |