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| // 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. | |
| 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)}); | |
| } | |