Adding sensor lightning values and adding render variables to fix vsm issues (#8129)
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239b73e849
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9ffe13a9b4
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@ -56,6 +56,11 @@ r.Shadow.Virtual.Enable=1
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r.RayTracing.Shadows.AvoidSelfIntersectionTraceDistance=6
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r.ReflectionCaptureResolution=256
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r.SkinCache.SceneMemoryLimitInMB=1024
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#Virtual shadow maps fix temporal
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r.Shadow.Virtual.MaxPhysicalPages=8192
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r.Shadow.Virtual.MaxPhysicalPagesSceneCapture=4096
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r.Shadow.Virtual.Cache=0
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r.Shadow.Virtual.SMRT.SamplesPerRayDirectional=0
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[/Script/AIModule.AISense_Sight]
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bAutoRegisterAllPawnsAsSources=False
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@ -459,19 +459,19 @@ void UActorBlueprintFunctionLibrary::MakeCameraDefinition(
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FActorVariation ExposureCompensation;
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ExposureCompensation.Id = TEXT("exposure_compensation");
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ExposureCompensation.Type = EActorAttributeType::Float;
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ExposureCompensation.RecommendedValues = { TEXT("1.35") };
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ExposureCompensation.RecommendedValues = { TEXT("1.5") };
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ExposureCompensation.bRestrictToRecommended = false;
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FActorVariation HighlightContrastScaleVariation;
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HighlightContrastScaleVariation.Id = TEXT("highlight_contrast_scale");
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HighlightContrastScaleVariation.Type = EActorAttributeType::Float;
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HighlightContrastScaleVariation.RecommendedValues = { TEXT("0.8") };
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HighlightContrastScaleVariation.RecommendedValues = { TEXT("0.3") };
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HighlightContrastScaleVariation.bRestrictToRecommended = false;
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FActorVariation ShadowContrastScaleVariation;
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ShadowContrastScaleVariation.Id = TEXT("shadow_constrast_scale");
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ShadowContrastScaleVariation.Type = EActorAttributeType::Float;
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ShadowContrastScaleVariation.RecommendedValues = { TEXT("0.85") };
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ShadowContrastScaleVariation.RecommendedValues = { TEXT("0.65") };
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ShadowContrastScaleVariation.bRestrictToRecommended = false;
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// - Manual ------------------------------------------------
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@ -483,14 +483,14 @@ void UActorBlueprintFunctionLibrary::MakeCameraDefinition(
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FActorVariation ShutterSpeed; // (1/t)
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ShutterSpeed.Id = TEXT("shutter_speed");
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ShutterSpeed.Type = EActorAttributeType::Float;
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ShutterSpeed.RecommendedValues = { TEXT("25.0") };
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ShutterSpeed.RecommendedValues = { TEXT("15.0") };
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ShutterSpeed.bRestrictToRecommended = false;
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// The camera sensor sensitivity.
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FActorVariation ISO; // S
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ISO.Id = TEXT("iso");
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ISO.Type = EActorAttributeType::Float;
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ISO.RecommendedValues = { TEXT("200.0") };
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ISO.RecommendedValues = { TEXT("300000.0") };
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ISO.bRestrictToRecommended = false;
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// Defines the size of the opening for the camera lens.
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@ -498,7 +498,7 @@ void UActorBlueprintFunctionLibrary::MakeCameraDefinition(
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FActorVariation Aperture; // N
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Aperture.Id = TEXT("fstop");
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Aperture.Type = EActorAttributeType::Float;
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Aperture.RecommendedValues = { TEXT("7.1") };
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Aperture.RecommendedValues = { TEXT("9.8") };
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Aperture.bRestrictToRecommended = false;
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// Defines the opening of the camera lens, Aperture is 1.0/fstop,
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@ -601,7 +601,7 @@ void UActorBlueprintFunctionLibrary::MakeCameraDefinition(
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FActorVariation FilmToe;
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FilmToe.Id = TEXT("toe");
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FilmToe.Type = EActorAttributeType::Float;
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FilmToe.RecommendedValues = { TEXT("0.6") };
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FilmToe.RecommendedValues = { TEXT("0.55") };
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FilmToe.bRestrictToRecommended = false;
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FActorVariation FilmShoulder;
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@ -626,7 +626,7 @@ void UActorBlueprintFunctionLibrary::MakeCameraDefinition(
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FActorVariation Temperature;
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Temperature.Id = TEXT("temp");
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Temperature.Type = EActorAttributeType::Float;
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Temperature.RecommendedValues = { TEXT("5000.0") };
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Temperature.RecommendedValues = { TEXT("7700.0") };
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Temperature.bRestrictToRecommended = false;
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FActorVariation Tint;
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@ -650,13 +650,13 @@ void UActorBlueprintFunctionLibrary::MakeCameraDefinition(
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FActorVariation ColorSaturation;
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ColorSaturation.Id = TEXT("color_saturation");
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ColorSaturation.Type = EActorAttributeType::Float;
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ColorSaturation.RecommendedValues = { ColorToFString(FLinearColor(0.45f, 0.45f, 0.45f).ToFColorSRGB()) };
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ColorSaturation.RecommendedValues = { ColorToFString(FLinearColor(0.5f, 0.5f, 0.5f).ToFColorSRGB()) };
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ColorSaturation.bRestrictToRecommended = false;
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FActorVariation ColorContrast;
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ColorContrast.Id = TEXT("color_contrast");
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ColorContrast.Type = EActorAttributeType::Vector;
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ColorContrast.RecommendedValues = { VectorToFString(FVector(1.35f, 1.35f, 1.35f)) };
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ColorContrast.RecommendedValues = { VectorToFString(FVector(1.6f, 1.6f, 1.6f)) };
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ColorContrast.bRestrictToRecommended = false;
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FActorVariation ColorGamma;
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@ -680,13 +680,13 @@ void UActorBlueprintFunctionLibrary::MakeCameraDefinition(
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FActorVariation SceneColorTint;
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SceneColorTint.Id = TEXT("scene_color_tint");
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SceneColorTint.Type = EActorAttributeType::RGBColor;
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SceneColorTint.RecommendedValues = { ColorToFString(FLinearColor(0.783308, 0.893718, 0.936458).ToFColorSRGB()) };
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SceneColorTint.RecommendedValues = { ColorToFString(FLinearColor(0.785339f, 0.879092f, 0.93125f).ToFColorSRGB()) };
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SceneColorTint.bRestrictToRecommended = false;
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FActorVariation VignetteIntensity;
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VignetteIntensity.Id = TEXT("vignette_intensity");
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VignetteIntensity.Type = EActorAttributeType::Float;
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VignetteIntensity.RecommendedValues = { TEXT("0.4") };
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VignetteIntensity.RecommendedValues = { TEXT("0.7") };
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VignetteIntensity.bRestrictToRecommended = false;
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@ -1682,22 +1682,22 @@ void UActorBlueprintFunctionLibrary::SetCamera(
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Camera->SetBloomIntensity(
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RetrieveActorAttributeToFloat("bloom_intensity", Description.Variations, 0.0f));
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// Exposure, histogram mode by default
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if (RetrieveActorAttributeToString("exposure_mode", Description.Variations, "histogram") == "histogram")
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{
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Camera->SetExposureMethod(EAutoExposureMethod::AEM_Histogram);
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}
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else
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if (RetrieveActorAttributeToString("exposure_mode", Description.Variations, "histogram") != "histogram")
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{
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Camera->SetExposureMethod(EAutoExposureMethod::AEM_Manual);
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}
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else
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{
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Camera->SetExposureMethod(EAutoExposureMethod::AEM_Histogram);
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}
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Camera->SetExposureCompensation(
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RetrieveActorAttributeToFloat("exposure_compensation", Description.Variations, 1.35f));
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RetrieveActorAttributeToFloat("exposure_compensation", Description.Variations, 1.5f));
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Camera->SetShutterSpeed(
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RetrieveActorAttributeToFloat("shutter_speed", Description.Variations, 25.0f));
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RetrieveActorAttributeToFloat("shutter_speed", Description.Variations, 15.0f));
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Camera->SetISO(
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RetrieveActorAttributeToFloat("iso", Description.Variations, 200.0f));
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RetrieveActorAttributeToFloat("iso", Description.Variations, 300000.0f));
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Camera->SetAperture(
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RetrieveActorAttributeToFloat("fstop", Description.Variations, 7.1f));
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RetrieveActorAttributeToFloat("fstop", Description.Variations, 9.8f));
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Camera->SetExposureMinBrightness(
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RetrieveActorAttributeToFloat("exposure_min_bright", Description.Variations, 0.0f));
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@ -1708,9 +1708,9 @@ void UActorBlueprintFunctionLibrary::SetCamera(
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Camera->SetExposureSpeedDown(
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RetrieveActorAttributeToFloat("exposure_speed_down", Description.Variations, 1.0f));
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Camera->SetHighlightContrastScale(
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RetrieveActorAttributeToFloat("highlight_contrast_scale", Description.Variations, 0.8f));
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RetrieveActorAttributeToFloat("highlight_contrast_scale", Description.Variations, 0.3f));
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Camera->SetShadowContrastScale(
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RetrieveActorAttributeToFloat("shadow_constrast_scale", Description.Variations, 0.85f));
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RetrieveActorAttributeToFloat("shadow_constrast_scale", Description.Variations, 0.65f));
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// This is deprecated:
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Camera->SetExposureCalibrationConstant(
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RetrieveActorAttributeToFloat("calibration_constant", Description.Variations, 16.0f));
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@ -1731,7 +1731,7 @@ void UActorBlueprintFunctionLibrary::SetCamera(
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Camera->SetFilmSlope(
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RetrieveActorAttributeToFloat("slope", Description.Variations, 0.88f));
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Camera->SetFilmToe(
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RetrieveActorAttributeToFloat("toe", Description.Variations, 0.6f));
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RetrieveActorAttributeToFloat("toe", Description.Variations, 0.55f));
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Camera->SetFilmShoulder(
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RetrieveActorAttributeToFloat("shoulder", Description.Variations, 0.26f));
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Camera->SetFilmBlackClip(
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@ -1740,7 +1740,7 @@ void UActorBlueprintFunctionLibrary::SetCamera(
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RetrieveActorAttributeToFloat("white_clip", Description.Variations, 0.04f));
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Camera->SetWhiteTemp(
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RetrieveActorAttributeToFloat("temp", Description.Variations, 5000.0f));
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RetrieveActorAttributeToFloat("temp", Description.Variations, 7700.0f));
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Camera->SetWhiteTint(
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RetrieveActorAttributeToFloat("tint", Description.Variations, -0.15f));
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@ -1749,12 +1749,12 @@ void UActorBlueprintFunctionLibrary::SetCamera(
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Camera->SetChromAberrOffset(
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RetrieveActorAttributeToFloat("chromatic_aberration_offset", Description.Variations, 0.0f));
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auto ColorSaturation = FLinearColor(RetrieveActorAttributeToColor("color_saturation", Description.Variations, FLinearColor(0.45f, 0.45f, 0.45f).ToFColorSRGB()));
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auto ColorSaturation = FLinearColor(RetrieveActorAttributeToColor("color_saturation", Description.Variations, FLinearColor(0.5f, 0.5f, 0.5f).ToFColorSRGB()));
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Camera->SetColorSaturation(
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FVector4(ColorSaturation.R, ColorSaturation.G, ColorSaturation.B, ColorSaturation.A));
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// Temporal comments until FVector is implemented in clientside
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FVector ColorContrast = FVector(RetrieveActorAttributeToVector("color_contrast", Description.Variations, FVector(1.3f, 1.3f, 1.3f)));
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FVector ColorContrast = FVector(RetrieveActorAttributeToVector("color_contrast", Description.Variations, FVector(1.6f, 1.6f, 1.6f)));
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Camera->SetColorContrast(
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FVector4(ColorContrast.X, ColorContrast.Y, ColorContrast.Z, 1.0f));
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@ -1771,10 +1771,10 @@ void UActorBlueprintFunctionLibrary::SetCamera(
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RetrieveActorAttributeToFloat("tone_curve_amount", Description.Variations, 1.0f));
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Camera->SetSceneColorTint(
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RetrieveActorAttributeToColor("scene_color_tint", Description.Variations, FLinearColor(0.783308f, 0.893718f, 0.936458f).ToFColorSRGB()));
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RetrieveActorAttributeToColor("scene_color_tint", Description.Variations, FLinearColor(0.785339f, 0.879092f, 0.93125f).ToFColorSRGB()));
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Camera->SetVignetteIntensity(
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RetrieveActorAttributeToFloat("vignette_intensity", Description.Variations, 0.4f));
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RetrieveActorAttributeToFloat("vignette_intensity", Description.Variations, 0.7f));
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}
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}
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