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| /*============================================================================= | |
| DOFAndBloomCommon.usf: Code which is common to depth of field shaders. | |
| Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. | |
| =============================================================================*/ | |
| /** The packed parameters. */ | |
| half4 PackedParameters; | |
| /** The distance which is 100% focused. */ | |
| static half FocusDistance = PackedParameters.r; | |
| /** One over the minimum distance from the focal which is 0% focused. */ | |
| static half InverseFocusRadius = PackedParameters.g; | |
| /** The focus falloff exponent. */ | |
| static half FocusExponent = PackedParameters.b; | |
| /** clamp for min/max blur amount values - default would be [1,1] */ | |
| float2 MinMaxBlurClamp; | |
| /** | |
| * Computes the unfocused percent for a scene depth. | |
| * @param SceneDepth - The scene depth. | |
| * @return A unfocused percent for the depth. | |
| */ | |
| half CalcUnfocusedPercent(float SceneDepth) | |
| { | |
| // Blur amount based on ratio of distance to focus plane to the focus radius | |
| // it is clamped to [-1,1]. Note that FocusDistance can be negative if it | |
| // falls behind the near plane. | |
| half RelativeDistance = SceneDepth - FocusDistance; | |
| half MaxUnfocusedPercent = RelativeDistance < 0 ? MinMaxBlurClamp.x : MinMaxBlurClamp.y; | |
| return min( MaxUnfocusedPercent, pow( saturate(abs(RelativeDistance) * InverseFocusRadius), FocusExponent ) ); | |
| } | |
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