µ¹°í·¡ ȨÆäÀÌÁö
ID:
PW:
¿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);
}
}
}
}
¡â
UEnum
¡ä
¾ð¸®¾ó ¿¡µðÆÃ ÆÁ
Copyright 1999-2023
Zeroboard
/ skin by
zero