Exposed camera bloom and lens flare effect

This commit is contained in:
Marc Garcia Puig 2020-07-24 11:43:38 +02:00
parent db3c6472a5
commit b505660b63
3 changed files with 56 additions and 0 deletions

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@ -405,6 +405,20 @@ void UActorBlueprintFunctionLibrary::MakeCameraDefinition(
MBMinObjectScreenSize.RecommendedValues = { TEXT("0.1") }; MBMinObjectScreenSize.RecommendedValues = { TEXT("0.1") };
MBMinObjectScreenSize.bRestrictToRecommended = false; MBMinObjectScreenSize.bRestrictToRecommended = false;
// Lens Flare
FActorVariation LensFlareIntensity;
LensFlareIntensity.Id = TEXT("lens_flare_intensity");
LensFlareIntensity.Type = EActorAttributeType::Float;
LensFlareIntensity.RecommendedValues = { TEXT("0.1") };
LensFlareIntensity.bRestrictToRecommended = false;
// Bloom
FActorVariation BloomIntensity;
BloomIntensity.Id = TEXT("bloom_intensity");
BloomIntensity.Type = EActorAttributeType::Float;
BloomIntensity.RecommendedValues = { TEXT("0.675") };
BloomIntensity.bRestrictToRecommended = false;
// More info at: // More info at:
// https://docs.unrealengine.com/en-US/Engine/Rendering/PostProcessEffects/AutomaticExposure/index.html // https://docs.unrealengine.com/en-US/Engine/Rendering/PostProcessEffects/AutomaticExposure/index.html
// https://docs.unrealengine.com/en-US/Engine/Rendering/PostProcessEffects/DepthOfField/CinematicDOFMethods/index.html // https://docs.unrealengine.com/en-US/Engine/Rendering/PostProcessEffects/DepthOfField/CinematicDOFMethods/index.html
@ -605,6 +619,8 @@ void UActorBlueprintFunctionLibrary::MakeCameraDefinition(
Gamma, Gamma,
MBIntesity, MBIntesity,
MBMaxDistortion, MBMaxDistortion,
LensFlareIntensity,
BloomIntensity,
MBMinObjectScreenSize, MBMinObjectScreenSize,
ExposureMinBright, ExposureMinBright,
ExposureMaxBright, ExposureMaxBright,
@ -1361,6 +1377,10 @@ void UActorBlueprintFunctionLibrary::SetCamera(
RetrieveActorAttributeToFloat("motion_blur_max_distortion", Description.Variations, 5.0f)); RetrieveActorAttributeToFloat("motion_blur_max_distortion", Description.Variations, 5.0f));
Camera->SetMotionBlurMinObjectScreenSize( Camera->SetMotionBlurMinObjectScreenSize(
RetrieveActorAttributeToFloat("motion_blur_min_object_screen_size", Description.Variations, 0.5f)); RetrieveActorAttributeToFloat("motion_blur_min_object_screen_size", Description.Variations, 0.5f));
Camera->SetLensFlareIntensity(
RetrieveActorAttributeToFloat("lens_flare_intensity", Description.Variations, 0.1f));
Camera->SetBloomIntensity(
RetrieveActorAttributeToFloat("bloom_intensity", Description.Variations, 0.675f));
// Exposure // Exposure
if (RetrieveActorAttributeToString("exposure_mode", Description.Variations, "manual") == "histogram") if (RetrieveActorAttributeToString("exposure_mode", Description.Variations, "manual") == "histogram")
{ {

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@ -366,6 +366,30 @@ float ASceneCaptureSensor::GetMotionBlurMinObjectScreenSize() const
return CaptureComponent2D->PostProcessSettings.MotionBlurPerObjectSize; return CaptureComponent2D->PostProcessSettings.MotionBlurPerObjectSize;
} }
void ASceneCaptureSensor::SetLensFlareIntensity(float Intensity)
{
check(CaptureComponent2D != nullptr);
CaptureComponent2D->PostProcessSettings.LensFlareIntensity = Intensity;
}
float ASceneCaptureSensor::GetLensFlareIntensity() const
{
check(CaptureComponent2D != nullptr);
return CaptureComponent2D->PostProcessSettings.LensFlareIntensity;
}
void ASceneCaptureSensor::SetBloomIntensity(float Intensity)
{
check(CaptureComponent2D != nullptr);
CaptureComponent2D->PostProcessSettings.BloomIntensity = Intensity;
}
float ASceneCaptureSensor::GetBloomIntensity() const
{
check(CaptureComponent2D != nullptr);
return CaptureComponent2D->PostProcessSettings.BloomIntensity;
}
void ASceneCaptureSensor::SetWhiteTemp(float Temp) void ASceneCaptureSensor::SetWhiteTemp(float Temp)
{ {
check(CaptureComponent2D != nullptr); check(CaptureComponent2D != nullptr);

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@ -217,6 +217,18 @@ public:
UFUNCTION(BlueprintCallable) UFUNCTION(BlueprintCallable)
float GetMotionBlurMinObjectScreenSize() const; float GetMotionBlurMinObjectScreenSize() const;
UFUNCTION(BlueprintCallable)
void SetLensFlareIntensity(float Intensity);
UFUNCTION(BlueprintCallable)
float GetLensFlareIntensity() const;
UFUNCTION(BlueprintCallable)
void SetBloomIntensity(float Intensity);
UFUNCTION(BlueprintCallable)
float GetBloomIntensity() const;
UFUNCTION(BlueprintCallable) UFUNCTION(BlueprintCallable)
void SetWhiteTemp(float Temp); void SetWhiteTemp(float Temp);