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1a23f33 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 | // v10 photoreal pass (on top of v9; -DatasetV10Photo): every camera-variant look is "photoreal": the scene's opaque materials
// are replaced per (material, semantic class) by M_V10PBR with CC0 photo-scanned PBR sets (Poly Haven / ambientCG; top layer
// for horizontal faces, side layer for walls / cliffs, a noise-masked cover layer of moss / dust / snow on upward faces),
// a cinematic light preset (golden hour, morning mist, overcast, harsh noon, backlit, dusk: sun angle / colour / intensity,
// sky light, height fog + volumetric fog) and a film grade (split toning, grain, vignette, bloom). RGB only: labels, depth
// and whitebox are unchanged; the v9 cut grid, centred camera and capsule labels apply as before.
#include "PipelineCapture.h"
#include "GameDemo.h"
#include "Components/SceneCaptureComponent2D.h"
#include "Components/DirectionalLightComponent.h"
#include "Components/SkyLightComponent.h"
#include "Components/ExponentialHeightFogComponent.h"
#include "Components/MeshComponent.h"
#include "GameFramework/SpringArmComponent.h"
#include "Engine/Texture.h"
#include "Materials/MaterialInterface.h"
#include "Materials/MaterialInstanceDynamic.h"
#include "EngineUtils.h"
#include "Misc/FileHelper.h"
#include "HAL/IConsoleManager.h"
#include "Misc/Paths.h"
#include "Dom/JsonObject.h"
#include "Serialization/JsonReader.h"
#include "Serialization/JsonSerializer.h"
namespace
{
struct FV10Set{FString Key,Role,Words,C,N,R;};
TArray<FV10Set> GV10Sets;
const TCHAR* V10LightNames[8]={TEXT("golden"),TEXT("mist"),TEXT("overcast"),TEXT("noon"),TEXT("backlit"),TEXT("dusk"),TEXT("night"),TEXT("storm")};
const TCHAR* V10Biomes[7]={TEXT("forest"),TEXT("arid"),TEXT("snow"),TEXT("temperate"),TEXT("wet"),TEXT("meadow"),TEXT("coast")};
const TCHAR* V10BiomeWords[7]={TEXT("forest moss leaves mud bark soil grass fern root"),TEXT("sand desert dry gravel dirt sandstone red cracked"),
TEXT("snow ice frozen frost"),TEXT(""),TEXT("mud wet puddle moss rain"),TEXT("grass meadow soil mud dirt aerial leaves"),TEXT("sand beach gravel pebble shore coast")};
int32 V10PickKey(const TCHAR* List,FRandomStream& R)
{
TArray<FString> W;FString(List).ParseIntoArray(W,TEXT(" "));TArray<int32> Hit;
for(int32 I=0;I<GV10Sets.Num();I++)for(const FString& X:W)if(GV10Sets[I].Key==X){Hit.Add(I);break;}
return Hit.Num()?Hit[R.RandRange(0,Hit.Num()-1)]:-1;
}
}
bool APipelineCapture::V10LoadSets()
{
if(V10Loaded)return GV10Sets.Num()>0;V10Loaded=true;
V10Mat=LoadObject<UMaterialInterface>(nullptr,TEXT("/Game/Xfer/V10/Materials/M_V10PBR.M_V10PBR"));
FString S;if(!FFileHelper::LoadFileToString(S,*(FPaths::ProjectContentDir()/TEXT("Xfer/V10/v10_pbr.json"))))return false;
TSharedPtr<FJsonObject> O;const TSharedRef<TJsonReader<>> Rd=TJsonReaderFactory<>::Create(S);
if(!FJsonSerializer::Deserialize(Rd,O)||!O.IsValid())return false;
const TArray<TSharedPtr<FJsonValue>>* A;
if(O->TryGetArrayField(TEXT("sets"),A))for(const auto& V:*A)
{
const TSharedPtr<FJsonObject> T=V->AsObject();if(!T)continue;
FV10Set X;X.Key=T->GetStringField(TEXT("key"));X.Role=T->GetStringField(TEXT("role"));X.C=T->GetStringField(TEXT("color"));X.N=T->GetStringField(TEXT("normal"));X.R=T->GetStringField(TEXT("rough"));
FString W=X.Key;const TArray<TSharedPtr<FJsonValue>>* L;
for(const TCHAR* F:{TEXT("categories"),TEXT("tags")})if(T->TryGetArrayField(F,L))for(const auto& Q:*L)W+=TEXT(" ")+Q->AsString();
X.Words=W.ToLower();GV10Sets.Add(X);
}
UE_LOG(LogTemp,Display,TEXT("DATASET_V10 photoreal: material=%d pbr sets=%d"),V10Mat!=nullptr,GV10Sets.Num());
return GV10Sets.Num()>0;
}
int32 APipelineCapture::V10Pick(const TCHAR* WantRole,const TCHAR* Fallback)
{
const FString Bw=V10BiomeWords[FMath::Clamp(V10Biome,0,6)];TArray<FString> Words;Bw.ParseIntoArray(Words,TEXT(" "));
TArray<int32> All,Match;
for(int32 Pass=0;Pass<2&&All.Num()==0;Pass++)
for(int32 I=0;I<GV10Sets.Num();I++)if(GV10Sets[I].Role==(Pass==0?WantRole:Fallback))
{
All.Add(I);for(const FString& W:Words)if(GV10Sets[I].Words.Contains(W)){Match.Add(I);break;}
}
if(All.Num()==0)return GV10Sets.Num()?V9Rng.RandRange(0,GV10Sets.Num()-1):-1;
const TArray<int32>& From=(Match.Num()&&V9Rng.FRand()<.75f)?Match:All;
return From[V9Rng.RandRange(0,From.Num()-1)];
}
UTexture* APipelineCapture::V10Tex(const FString& Path)
{
if(UTexture** T=V10TexCache.Find(Path))return *T;
UTexture* T=LoadObject<UTexture>(nullptr,*Path);V10TexCache.Add(Path,T);if(T)V10Keep.Add(T);return T;
}
void APipelineCapture::V10ApplyPBR()
{
if(!V10LoadSets()||!V10Mat){UE_LOG(LogTemp,Warning,TEXT("DATASET_V10 PBR sets / material missing, keeping originals"));return;}
auto R=[&](float A,float B){return V9Rng.FRandRange(A,B);};
int32 G=V10Pick(TEXT("ground"),TEXT("rock")),P=V10Pick(TEXT("paving"),TEXT("ground")),Rf=V10Pick(TEXT("roof"),TEXT("wall")),K=V10Pick(TEXT("rock"),TEXT("ground"));
int32 Cv=V10Pick(V10Biome==2?TEXT("top"):(V9Rng.FRand()<.6f?TEXT("top"):TEXT("ground")),TEXT("ground")),Mt=V10Pick(TEXT("metal"),TEXT("wood"));
const int32 W[3]={V10Pick(TEXT("wall"),TEXT("wood")),V10Pick(TEXT("wood"),TEXT("wall")),V10Pick(TEXT("wall"),TEXT("rock"))};
float CovBase=V10Biome==2?R(.45f,.8f):R(.1f,.5f);
if(V10Real) // v10 real v2: the ground / slope / cover sets of the look's biome variant
{
const int32 G2=V10PickKey(*V10VarGround,V9Rng),K2=V10PickKey(*V10VarSide,V9Rng),C2=V10PickKey(*V10VarCover,V9Rng);
if(G2>=0)G=G2;if(K2>=0)K=K2;if(C2>=0)Cv=C2;CovBase=R(V10VarGCov0,V10VarGCov1);
}
V10Theme=FString::Printf(TEXT("ground=%s paving=%s roof=%s rock=%s cover=%s walls=%s,%s,%s"),G>=0?*GV10Sets[G].Key:TEXT("-"),P>=0?*GV10Sets[P].Key:TEXT("-"),
Rf>=0?*GV10Sets[Rf].Key:TEXT("-"),K>=0?*GV10Sets[K].Key:TEXT("-"),Cv>=0?*GV10Sets[Cv].Key:TEXT("-"),W[0]>=0?*GV10Sets[W[0]].Key:TEXT("-"),W[1]>=0?*GV10Sets[W[1]].Key:TEXT("-"),W[2]>=0?*GV10Sets[W[2]].Key:TEXT("-"));
auto Make=[&](int32 Top,int32 Side,float CovAmt,float TopTile,float SideTile)->UMaterialInterface*
{
if(Top<0||Side<0)return nullptr;
UMaterialInstanceDynamic* D=UMaterialInstanceDynamic::Create(V10Mat,this);
const FV10Set& T=GV10Sets[Top];const FV10Set& S=GV10Sets[Side];const FV10Set& C=GV10Sets[Cv>=0?Cv:Top];
D->SetTextureParameterValue(TEXT("TC"),V10Tex(T.C));D->SetTextureParameterValue(TEXT("TN"),V10Tex(T.N));D->SetTextureParameterValue(TEXT("TR"),V10Tex(T.R));
D->SetTextureParameterValue(TEXT("SC"),V10Tex(S.C));D->SetTextureParameterValue(TEXT("SN"),V10Tex(S.N));D->SetTextureParameterValue(TEXT("SR"),V10Tex(S.R));
D->SetTextureParameterValue(TEXT("CC"),V10Tex(C.C));D->SetTextureParameterValue(TEXT("CN"),V10Tex(C.N));D->SetTextureParameterValue(TEXT("CR"),V10Tex(C.R));
D->SetScalarParameterValue(TEXT("TopTile"),TopTile);D->SetScalarParameterValue(TEXT("SideTile"),SideTile);D->SetScalarParameterValue(TEXT("CovTile"),R(300.f,520.f));
D->SetScalarParameterValue(TEXT("CovAmt"),FMath::Clamp(CovAmt,0.f,.95f));D->SetScalarParameterValue(TEXT("RMul"),R(.85f,1.15f)*(V10Real?FMath::Lerp(1.f,.62f,V10VarWet):1.f));D->SetScalarParameterValue(TEXT("NStr"),1.f);
const FLinearColor Warm(1.f,.9f,.78f),Cool(.85f,.92f,1.f);
D->SetVectorParameterValue(TEXT("Tint"),FLinearColor::LerpUsingHSV(FLinearColor::White,V9Rng.FRand()<(V10Real?.8f:.5f)?Warm:Cool,R(0.f,V10Real?.25f:.35f))*R(.85f,1.08f)*(V10Real?1.f-.25f*V10VarWet:1.f));
V9MIDs.Add(D);return D;
};
TMap<TPair<UMaterialInterface*,int32>,UMaterialInterface*> Map;int32 Comps=0;
for(TActorIterator<AActor> I(GetWorld());I;++I)
{
if(I->ActorHasTag(TEXT("whitebox"))||Cast<AGameDemoFighter>(*I)||*I==this)continue;
TArray<UMeshComponent*> Cs;I->GetComponents(Cs);
for(UMeshComponent* C:Cs)
{
const int32 Id=C->CustomDepthStencilValue;
if(!C->bRenderCustomDepth||Id<1||Id>4||Id==3||C->ComponentHasTag(TEXT("v8fx"))||C->ComponentHasTag(TEXT("v10_scatter")))continue; // v10 real: scanned assets keep their own materials // v10b: only terrain / paving / rocks get PBR; buildings, props and (masked) vegetation keep their authored materials
TArray<UMaterialInterface*> Old;bool Any=false;
for(int32 S=0;S<C->GetNumMaterials();S++)
{
UMaterialInterface* M=C->GetMaterial(S);Old.Add(M);
if(!M||M->GetBlendMode()!=BLEND_Opaque)continue;
const TPair<UMaterialInterface*,int32> Key(M,Id);UMaterialInterface** Got=Map.Find(Key);
if(!Got)
{
UMaterialInterface* N=nullptr;
if(V9Rng.FRand()>=V9Cur.Keep)switch(Id)
{
case 1: N=Make(G,K,CovBase+R(-.1f,.15f),V10Real?R(220.f,380.f):R(250.f,450.f),R(300.f,520.f));break;
case 2: N=Make(V9Rng.FRand()<.7f?P:G,V9Rng.FRand()<.5f?K:W[0],CovBase*R(0.f,.6f),R(150.f,320.f),R(200.f,320.f));break;
case 3: N=Make(Rf,W[V9Rng.RandRange(0,2)],CovBase*R(0.f,.5f),R(180.f,300.f),R(180.f,320.f));break;
case 4: N=Make(K,K,CovBase+R(0.f,.25f),R(250.f,500.f),R(250.f,500.f));break;
default: N=Make(W[1],V9Rng.FRand()<.5f?Mt:W[1],CovBase*R(0.f,.3f),R(120.f,220.f),R(120.f,220.f));break;
}
Got=&Map.Add(Key,N?N:M);
}
if(*Got!=M){if(!Any){V9Orig.Add(TPair<TWeakObjectPtr<UMeshComponent>,TArray<UMaterialInterface*>>(C,TArray<UMaterialInterface*>()));Any=true;}C->SetMaterial(S,*Got);}
}
if(Any){V9Orig.Last().Value=Old;Comps++;}
}
}
V9MatSwaps+=Comps;
UE_LOG(LogTemp,Display,TEXT("DATASET_V10 pbr (%s): %d material/class pairs -> %d components | %s"),V10Biomes[FMath::Clamp(V10Biome,0,6)],Map.Num(),Comps,*V10Theme);
}
void APipelineCapture::V10PhotoLook(FV9Look& L)
{
auto R=[&](float A,float B){return V9Rng.FRandRange(A,B);};
L.Mode=0;L.Tier=0;L.Mip=0;L.Outline=V9Rng.FRand()<.5f;L.Mat=V9Rng.FRand()<.5f?5:0;L.Keep=V9Rng.FRand()<.3f?R(.05f,.2f):0.f;
V10Biome=V9Rng.RandRange(0,4);
if(V10Real){L.Mat=5;L.Keep=0;L.Outline=false;V10Biome=0;V10RealNewVariant(L);} // v10 real v2: a new biome variant (and re-scatter) per look
else L.Biome=V10Biomes[V10Biome];
if(!V10LightInit)
{
V10LightInit=true;
for(TActorIterator<AActor> I(GetWorld());I;++I)
{
TArray<UActorComponent*> Comps;I->GetComponents(Comps);
for(UActorComponent* C:Comps)
{
if(auto* D=Cast<UDirectionalLightComponent>(C)){if(!V10Sun.IsValid()||D->Intensity>V10Sun->Intensity)V10Sun=D;}
else if(auto* S=Cast<USkyLightComponent>(C))V10Sky=S;
else if(auto* F=Cast<UExponentialHeightFogComponent>(C))V10Fog=F;
}
}
if(V10Sun.IsValid()){V10SunI0=V10Sun->Intensity;V10SunR0=V10Sun->GetComponentRotation();V10Sun->SetMobility(EComponentMobility::Movable);}
if(V10Sky.IsValid())V10SkyI0=V10Sky->Intensity;
// v10 real: the host scenes' stylised lights range from 0.12 to 5.2 lux sun and 0.85x to 8x ambient (all the same engine
// daylight cubemap); photo looks use one absolute rig (scene 07's levels, on which the presets were calibrated)
if(V10Fog.IsValid())V10FogD0=FMath::Max(V10Fog->FogDensity,.004f);
if(V10Real){V10SunI0=1.f;V10SkyI0=3.4f;V10FogD0=.004f;if(V10Fog.IsValid())V10Fog->SetFogHeightFalloff(.2f);} // fog too: 08 / 10 had .018 / .025 with a high falloff (a milky column under the camera)
}
const float W=V9Rng.FRand();int32 P=W<.24f?0:W<.40f?1:W<.58f?2:W<.72f?3:W<.86f?4:5;
if(V10Real&&!V10LightForced.IsEmpty()){for(int32 I=0;I<8;I++)if(V10LightForced==V10LightNames[I])P=I;} // tests
else if(V10Real&&!V10VarLights.IsEmpty()) // the light presets that suit the biome variant (incl. night / storm)
{
TArray<FString> Ls;V10VarLights.ParseIntoArray(Ls,TEXT(" "));const FString Pk=Ls[V9Rng.RandRange(0,Ls.Num()-1)];
for(int32 I=0;I<8;I++)if(Pk==V10LightNames[I])P=I;
}
L.Light=P;L.LightName=V10LightNames[P];
float Pitch=-30,Yaw=R(-180.f,180.f),SunMul=1,SkyMul=1,FogMul=1,VolExt=.6f,Scatter=1;FLinearColor SunC(1,1,1),FogC(.6f,.65f,.72f);
// v10b: sun-and-shadow driven presets (fog only as light aerial haze: in the top-down orthographic view heavy fog just greys the
// picture), exposure lifted to at least the baseline brightness
switch(P)
{
case 0: Pitch=-R(12.f,22.f);SunMul=R(1.3f,1.8f);SunC=FLinearColor(1.f,R(.68f,.78f),R(.45f,.56f));SkyMul=R(.8f,1.f);FogMul=R(1.f,1.3f);FogC=FLinearColor(.9f,.7f,.5f);VolExt=.4f;Scatter=1.5f;
L.Temp=R(6800.f,7500.f);L.Sat=R(1.02f,1.12f);L.Ev=R(.3f,.7f);break;
case 1: Pitch=-R(18.f,30.f);SunMul=R(1.f,1.3f);SunC=FLinearColor(1.f,.9f,.78f);SkyMul=R(.95f,1.15f);FogMul=R(1.6f,2.4f);FogC=FLinearColor(.7f,.74f,.8f);VolExt=.6f;Scatter=2.f;
L.Temp=6400.f;L.Sat=R(.9f,1.f);L.Ev=R(.4f,.7f);break;
case 2: Pitch=-R(45.f,70.f);SunMul=R(.3f,.45f);SunC=FLinearColor(.94f,.96f,1.f);SkyMul=R(1.4f,1.8f);FogMul=R(1.f,1.3f);FogC=FLinearColor(.62f,.66f,.72f);VolExt=.4f;
L.Temp=6500.f;L.Sat=R(.88f,.98f);L.Ev=R(.5f,.8f);break;
case 3: Pitch=-R(50.f,70.f);SunMul=R(1.3f,1.6f);SunC=FLinearColor(1.f,.97f,.93f);SkyMul=R(.85f,1.f);FogMul=R(.7f,1.f);
L.Temp=6000.f;L.Sat=R(.98f,1.08f);L.Ev=R(0.f,.3f);break;
case 4: Pitch=-R(20.f,32.f);Yaw=(Player?Player->CameraBoom->GetComponentRotation().Yaw:0.f)+180.f+R(-35.f,35.f);SunMul=R(1.4f,1.8f);SunC=FLinearColor(1.f,.84f,.66f);
SkyMul=R(.75f,.95f);FogMul=R(1.2f,1.6f);FogC=FLinearColor(.88f,.74f,.58f);VolExt=.5f;Scatter=2.5f;L.Temp=7000.f;L.Sat=R(1.f,1.08f);L.Ev=R(.4f,.7f);break;
case 5: Pitch=-R(6.f,12.f);SunMul=R(.5f,.7f);SunC=FLinearColor(.95f,.68f,.62f);SkyMul=R(.6f,.75f);FogMul=R(1.1f,1.5f);FogC=FLinearColor(.45f,.48f,.62f);VolExt=.5f;
L.Temp=5600.f;L.Sat=.95f;L.Ev=R(.8f,1.2f);break;
case 6: // v10 real v2: moonlit night (cold, low sun = moon, dark sky; exposure kept low so it stays a night picture)
Pitch=-R(35.f,65.f);SunMul=R(.08f,.14f);SunC=FLinearColor(.55f,.66f,1.f);SkyMul=R(.25f,.4f);FogMul=R(.8f,1.2f);FogC=FLinearColor(.06f,.08f,.14f);VolExt=.5f;
L.Temp=R(4300.f,5000.f);L.Sat=R(.6f,.75f);L.Ev=R(.2f,.9f);break;
default: // v10 real v2: storm (dim flat light, heavy haze, desaturated)
Pitch=-R(40.f,70.f);SunMul=R(.08f,.16f);SunC=FLinearColor(.85f,.9f,1.f);SkyMul=R(1.f,1.3f);FogMul=R(2.2f,3.2f);FogC=FLinearColor(.42f,.45f,.5f);VolExt=.6f;
L.Temp=6200.f;L.Sat=R(.7f,.85f);L.Ev=R(.1f,.4f);break;
}
FLinearColor SkyC(1.f,1.f,1.f);
if(V10Real)
{ // v10 real: the host scenes are lit for a stylised look (1 lux bluish sun, 3.4x bluish ambient cubemap): flat, cyan-grey ground.
// A photo needs the sun to dominate in sunny looks and a neutral ambient: sun up, sky down, sky tint neutralised
const float SunBoost=P==0?3.f:P==3?3.5f:P==4?3.f:P==5?2.f:P==1?2.f:P==2?1.5f:1.f;
const float SkyCut=P==6?1.f:P==7?.8f:P==2?.75f:.45f;
SunMul*=SunBoost;SkyMul*=SkyCut;
SkyC=P==0?FLinearColor(.93f,.96f,1.f):P==1?FLinearColor(1.f,.96f,.9f):P==2?FLinearColor(1.f,.95f,.88f):P==3?FLinearColor(1.f,.96f,.9f):
P==4?FLinearColor(.95f,.97f,1.f):P==5?FLinearColor(1.f,.9f,.88f):P==6?FLinearColor(.75f,.85f,1.f):FLinearColor(.96f,.97f,1.f); // golden / backlit: cool shadows vs the warm sun
}
if(UDirectionalLightComponent* S=V10Sun.Get())
{
S->SetWorldRotation(FRotator(Pitch,Yaw,0));S->SetIntensity(V10SunI0*SunMul);S->SetLightColor(SunC);S->SetVolumetricScatteringIntensity(Scatter);
S->bCastVolumetricShadow=true;if(V10Real)S->SetLightSourceAngle(P==2?R(2.5f,4.f):R(.6f,1.6f));S->MarkRenderStateDirty();
}
if(USkyLightComponent* K=V10Sky.Get()){K->SetIntensity(V10SkyI0*SkyMul);if(V10Real)K->SetLightColor(SkyC);K->RecaptureSky();}
if(UExponentialHeightFogComponent* F=V10Fog.Get())
{
F->SetFogDensity(V10FogD0*FogMul);F->SetFogInscatteringColor(FogC);F->SetVolumetricFog(true);
F->SetVolumetricFogExtinctionScale(VolExt);F->SetVolumetricFogScatteringDistribution(.75f);F->SetVolumetricFogDistance(15000.f);
}
L.Con=R(1.04f,1.14f);L.Gam=1.f;L.Gain=FLinearColor::White;
L.Grain=V10Real?R(.02f,.08f):R(.08f,.22f);L.Vig=R(.2f,.38f);L.Bloom=R(.4f,.75f); // v10 real: lighter grain (it smeared the fine ground cover)
if(V10Real&&P<6)
{ // v10 real: without the distance-field / Lumen halos under the ground cover the frames came out over-exposed, cool and milky
// (a warm leaf-litter ground rendered pale cyan-grey): less exposure, warmer white balance, a little more saturation, less bloom
// (calibrated on scene 07 after the sun / sky rebalance above; all scenes now use the same absolute lights / exposure)
L.Ev-=P==3?1.35f:P==2?1.35f:P==5?0.f:P==1?.2f:P==0?.3f:.55f;
if(P!=0&&P!=4)L.Temp=FMath::Max(L.Temp,6500.f)+R(100.f,450.f);
L.Sat=FMath::Min(L.Sat*R(1.04f,1.12f),1.15f);L.Con=R(1.08f,1.18f);L.Bloom=R(.2f,.4f);
}
const float Sp=R(0.f,.05f);L.ShTint=FLinearColor(1.f-Sp*.6f,1.f-Sp*.1f,1.f+Sp);L.HiTint=FLinearColor(1.f+Sp,1.f+Sp*.3f,1.f-Sp*.8f);
L.SunPitch=Pitch;L.SunYaw=Yaw;
}
void APipelineCapture::V10BeforeRGB(USceneCaptureComponent2D* C)
{
const FV9Look& L=V9Cur;auto& PP=C->PostProcessSettings;
if(!V10EvInit){V10EvInit=true;V10Ev0=PP.bOverride_AutoExposureBias?PP.AutoExposureBias:0.f;if(V10Real)V10Ev0=1.6f;} // v10 real: absolute (scene 07: volume 1.0 + art pass .6)
PP.bOverride_AutoExposureBias=true;PP.AutoExposureBias=V10Ev0+L.Ev;
PP.bOverride_FilmGrainIntensity=true;PP.FilmGrainIntensity=L.Grain;
PP.bOverride_VignetteIntensity=true;PP.VignetteIntensity=L.Vig;
PP.bOverride_BloomIntensity=true;PP.BloomIntensity=L.Bloom;
PP.bOverride_SceneFringeIntensity=true;PP.SceneFringeIntensity=.15f;
PP.bOverride_ColorGainShadows=true;PP.ColorGainShadows=FVector4(L.ShTint.R,L.ShTint.G,L.ShTint.B,1.f);
PP.bOverride_ColorGainHighlights=true;PP.ColorGainHighlights=FVector4(L.HiTint.R,L.HiTint.G,L.HiTint.B,1.f);
// v10b render quality: higher Lumen gather / scene / reflection quality, stronger AO, contact shadows, a little more sharpening
PP.bOverride_LumenFinalGatherQuality=true;PP.LumenFinalGatherQuality=4.f;PP.bOverride_LumenSceneLightingQuality=true;PP.LumenSceneLightingQuality=4.f;
PP.bOverride_LumenSceneDetail=true;PP.LumenSceneDetail=4.f;PP.bOverride_LumenReflectionQuality=true;PP.LumenReflectionQuality=4.f;
PP.bOverride_AmbientOcclusionIntensity=true;PP.AmbientOcclusionIntensity=.65f;PP.bOverride_AmbientOcclusionRadius=true;PP.AmbientOcclusionRadius=180.f;
if(V10Real) // the art pass (v7) flattened local contrast for the stylised scenes; a photo keeps it
{
PP.bOverride_LocalExposureHighlightContrastScale=true;PP.LocalExposureHighlightContrastScale=1.f;
PP.bOverride_LocalExposureShadowContrastScale=true;PP.LocalExposureShadowContrastScale=.92f;
}
if(V10Real&&V10AOFix) // v10 real: dense scanned grass / shrubs went black under the 1.8 m SSAO + Lumen short-range AO; keep a little contact AO only
{
PP.AmbientOcclusionIntensity=.25f;PP.AmbientOcclusionRadius=50.f;
PP.bOverride_LumenAmbientOcclusionIntensity=true;PP.LumenAmbientOcclusionIntensity=.35f;
}
if(!V10QualityInit)
{
V10QualityInit=true;
for(const TPair<const TCHAR*,float>& Q:{TPair<const TCHAR*,float>(TEXT("r.Tonemapper.Sharpen"),.7f),TPair<const TCHAR*,float>(TEXT("r.ContactShadows"),1.f),
TPair<const TCHAR*,float>(TEXT("r.Lumen.ScreenProbeGather.ScreenSpaceBentNormal"),V10Real&&V10AOFix?0.f:1.f),TPair<const TCHAR*,float>(TEXT("r.Shadow.Virtual.ResolutionLodBiasDirectional"),-1.5f)})
if(IConsoleVariable* V=IConsoleManager::Get().FindConsoleVariable(Q.Key))V->Set(Q.Value,ECVF_SetByCode);
if(UDirectionalLightComponent* S=V10Sun.Get()){S->ContactShadowLength=.06f;S->MarkRenderStateDirty();}
}
}
void APipelineCapture::V10LookJson(TSharedPtr<FJsonObject> J)
{
const FV9Look& L=V9Cur;
V10RealLookJson(J);
J->SetStringField(TEXT("light"),L.LightName);J->SetStringField(TEXT("biome"),L.Biome);J->SetStringField(TEXT("pbr_theme"),L.Mat==5?V10Theme:FString());
J->SetArrayField(TEXT("sun_pitch_yaw"),{MakeShared<FJsonValueNumber>(L.SunPitch),MakeShared<FJsonValueNumber>(L.SunYaw)});
J->SetArrayField(TEXT("grain_vignette_bloom_ev"),{MakeShared<FJsonValueNumber>(L.Grain),MakeShared<FJsonValueNumber>(L.Vig),MakeShared<FJsonValueNumber>(L.Bloom),MakeShared<FJsonValueNumber>(L.Ev)});
}
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