#include <Scene.h>
◆ FGaussianSumBloomSettings()
| FGaussianSumBloomSettings::FGaussianSumBloomSettings |
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◆ ExportToPostProcessSettings()
◆ Filter1Size
| float FGaussianSumBloomSettings::Filter1Size |
Diameter size for the Bloom1 in percent of the screen width (is done in 1/2 resolution, larger values cost more performance, good for high frequency details) >=0: can be clamped because of shader limitations
◆ Filter1Tint
◆ Filter2Size
| float FGaussianSumBloomSettings::Filter2Size |
Diameter size for Bloom2 in percent of the screen width (is done in 1/4 resolution, larger values cost more performance) >=0: can be clamped because of shader limitations
◆ Filter2Tint
◆ Filter3Size
| float FGaussianSumBloomSettings::Filter3Size |
Diameter size for Bloom3 in percent of the screen width (is done in 1/8 resolution, larger values cost more performance) >=0: can be clamped because of shader limitations
◆ Filter3Tint
◆ Filter4Size
| float FGaussianSumBloomSettings::Filter4Size |
Diameter size for Bloom4 in percent of the screen width (is done in 1/16 resolution, larger values cost more performance, best for wide contributions) >=0: can be clamped because of shader limitations
◆ Filter4Tint
◆ Filter5Size
| float FGaussianSumBloomSettings::Filter5Size |
Diameter size for Bloom5 in percent of the screen width (is done in 1/32 resolution, larger values cost more performance, best for wide contributions) >=0: can be clamped because of shader limitations
◆ Filter5Tint
◆ Filter6Size
| float FGaussianSumBloomSettings::Filter6Size |
Diameter size for Bloom6 in percent of the screen width (is done in 1/64 resolution, larger values cost more performance, best for wide contributions) >=0: can be clamped because of shader limitations
◆ Filter6Tint
◆ Intensity
| float FGaussianSumBloomSettings::Intensity |
Multiplier for Gaussian bloom contributions >=0: off, 1(default), >1 brighter
◆ SizeScale
| float FGaussianSumBloomSettings::SizeScale |
Scale for all bloom sizes
◆ Threshold
| float FGaussianSumBloomSettings::Threshold |
minimum brightness the bloom starts having effect -1:all pixels affect bloom equally (physically correct, faster as a threshold pass is omitted), 0:all pixels affect bloom brights more, 1(default), >1 brighter
The documentation for this struct was generated from the following files:
- Engine/Source/Runtime/Engine/Classes/Engine/Scene.h
- Engine/Source/Runtime/Engine/Private/Scene.cpp