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  ¿î¿µÀÚ(2022-10-11 17:46:10, Hit : 72, Vote : 5
 UE4 Custom Depth global post process volume

ÀÌ°Ç ÀÌÇØ ¾È°¨.... ÀÌÇØ ¾ÈµÇ¸é »èÁ¦ Render CustomDepth Pass
https://developer.varjo.com/docs/v3.4.0/unreal/masking-with-unreal

PostProcessVolume Spawn
https://zhuanlan.zhihu.com/p/165031429

<Custom Stencil Material>
Material Output : Post Process
SceneTexture:PostProcessInput0 ----> SceneColor
SceneTexture: CustomStencil ----> Stencil

hlsl¿¡¼­ Stencil°ª
(int)Stencil


Custom Stencil in Material Node
https://medium.com/unreal-engine-material-guides/overlapping-custom-depth-stencils-a084aa763f10


[Unreal Engine] ¹°Ã¼ÀÇ Å׵θ®(Outline) ±×¸®±â ¨ç
https://dev-sbee.tistory.com/m/105

º® µÚ¿¡ÀÖ´Â ¿ÀºêÁ§Æ® ±×¸®±â Custom Depth
https://eastroot1590.tistory.com/m/entry/UE4-Advenced-º®-µÚ¿¡ÀÖ´Â-¿ÀºêÁ§Æ®-±×¸®±â-feat-Custom-Depth

Custom Depth¸¦ ÀÌ¿ëÇÑ Ä³¸¯ÅÍ ÀÌÆåÆ®
https://historia.co.jp/archives/23585/

UE4 Custom Depth Stencil ¿Ü°û¼± ·»´õ¸µ
https://m.blog.naver.com/wkdghcjf1234/222036641148

[UE4]Modify Post Process Settings At Run-time  C++ APostProcessVolume
https://dawnarc.com/2018/08/ue4modify-post-process-settings-at-run-time/

void AMyPlayerController::AddDynaMatForPostProcessVolume()
{
    TArray<AActor*> Actors;
    UGameplayStatics::GetAllActorsOfClass(this, APostProcessVolume::StaticClass(), Actors);
    if (Actors.Num() > 0)
    {
        APostProcessVolume* PPV = Cast<APostProcessVolume>(Actors[0]);
        if (PPV)
        {
            FPostProcessSettings& PostProcessSettings = PPV->Settings;
            if (TestMatIns)
            {
                TestMatInsDyna = UKismetMaterialLibrary::CreateDynamicMaterialInstance(this, TestMatIns);
                FWeightedBlendable WeightedBlendable;
                WeightedBlendable.Object = TestMatInsDyna;
                WeightedBlendable.Weight = 1;

                PostProcessSettings.WeightedBlendables.Array.Add(WeightedBlendable);
            }
        }
    }
}




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