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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. * * Depth of Field post process effect * */ class DOFEffect extends PostProcessEffect native abstract; /** exponent to apply to blur amount after it has been normalized to [0,1] */ var() float FalloffExponent; /** affects the size of the Poisson disc kernel */ var() float BlurKernelSize; /** [0,1] value for clamping how much blur to apply to items in front of the focus plane */ var() float MaxNearBlurAmount; /** [0,1] value for clamping how much blur to apply to items behind the focus plane */ var() float MaxFarBlurAmount; /** blur color for debugging etc */ var() color ModulateBlurColor; /** control how the focus point is determined */ var() enum EFocusType { // use distance from the view FOCUS_Distance, // use a world space point FOCUS_Position } FocusType; /** inner focus radius */ var() float FocusInnerRadius; /** used when FOCUS_Distance is enabled */ var() float FocusDistance; /** used when FOCUS_Position is enabled */ var() vector FocusPosition; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) defaultproperties { FalloffExponent=2.000000 BlurKernelSize=2.000000 MaxNearBlurAmount=1.000000 MaxFarBlurAmount=1.000000 ModulateBlurColor=(B=255,G=255,R=255,A=255) FocusInnerRadius=400.000000 FocusDistance=800.000000 Name="Default__DOFEffect" ObjectArchetype=PostProcessEffect'Engine.Default__PostProcessEffect' } |
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