52 lines
2.5 KiB
C
52 lines
2.5 KiB
C
// CARLA, Copyright (C) 2017 Computer Vision Center (CVC)
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#pragma once
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#include "Engine/Scene.h"
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#include "CameraPostProcessParameters.generated.h"
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/**
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* Some post-process parameters that can be overriden per camera depending on
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* the weather and lighting conditions.
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*/
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USTRUCT(BlueprintType)
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struct FCameraPostProcessParameters
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{
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GENERATED_USTRUCT_BODY()
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/** Will override FTextureRenderTarget2DResource::GetDisplayGamma if > 0. */
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UPROPERTY(Category = "Camera Parameters", EditAnywhere, BlueprintReadWrite)
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float TargetGamma = 0.0f;
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/** Luminance computation method */
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UPROPERTY(Category = "Camera Parameters", EditAnywhere, BlueprintReadWrite)
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TEnumAsByte<enum EAutoExposureMethod> AutoExposureMethod = AEM_Histogram;
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/**
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* A good value should be positive near 0. This is the minimum brightness the auto exposure can adapt to.
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* It should be tweaked in a dark lighting situation (too small: image appears too bright, too large: image appears too dark).
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* Note: Tweaking emissive materials and lights or tweaking auto exposure can look the same. Tweaking auto exposure has global
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* effect and defined the HDR range - you don't want to change that late in the project development.
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* Eye Adaptation is disabled if MinBrightness = MaxBrightness
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*/
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UPROPERTY(Category = "Camera Parameters", EditAnywhere, BlueprintReadWrite, meta=(ClampMin = "0.0", UIMax = "10.0"))
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float AutoExposureMinBrightness = 0.03f;
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/**
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* A good value should be positive (2 is a good value). This is the maximum brightness the auto exposure can adapt to.
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* It should be tweaked in a bright lighting situation (too small: image appears too bright, too large: image appears too dark).
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* Note: Tweaking emissive materials and lights or tweaking auto exposure can look the same. Tweaking auto exposure has global
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* effect and defined the HDR range - you don't want to change that late in the project development.
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* Eye Adaptation is disabled if MinBrightness = MaxBrightness
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*/
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UPROPERTY(Category = "Camera Parameters", EditAnywhere, BlueprintReadWrite, meta=(ClampMin = "0.0", UIMax = "10.0"))
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float AutoExposureMaxBrightness = 2.0f;
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/**
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* Logarithmic adjustment for the exposure. Only used if a tonemapper is specified.
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* 0: no adjustment, -1:2x darker, -2:4x darker, 1:2x brighter, 2:4x brighter, ...
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*/
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UPROPERTY(Category = "Camera Parameters", EditAnywhere, BlueprintReadWrite, meta = (UIMin = "-8.0", UIMax = "8.0"))
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float AutoExposureBias = 0.0f;
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};
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