unreal.GaussianSumBloomSettings

class unreal.GaussianSumBloomSettings(intensity=0.675, threshold=-1.0, size_scale=4.0, filter1_size=0.3, filter2_size=1.0, filter3_size=2.0, filter4_size=10.0, filter5_size=30.0, filter6_size=64.0, filter1_tint=[0.3465, 0.3465, 0.3465, 1.0], filter2_tint=[0.138, 0.138, 0.138, 1.0], filter3_tint=[0.1176, 0.1176, 0.1176, 1.0], filter4_tint=[0.066, 0.066, 0.066, 1.0], filter5_tint=[0.066, 0.066, 0.066, 1.0], filter6_tint=[0.061, 0.061, 0.061, 1.0])

Bases: unreal.StructBase

Gaussian Sum Bloom Settings

C++ Source:

  • Module: Engine
  • File: Scene.h

Editor Properties: (see get_editor_property/set_editor_property)

  • filter1_size (float): [Read-Write] Diameter size for the Bloom1 in percent of the screen width (is done in 1/2 resolution, larger values cost more performance, good for high frequency details) >=0: can be clamped because of shader limitations
  • filter1_tint (LinearColor): [Read-Write] Bloom1 tint color
  • filter2_size (float): [Read-Write] Diameter size for Bloom2 in percent of the screen width (is done in 1/4 resolution, larger values cost more performance) >=0: can be clamped because of shader limitations
  • filter2_tint (LinearColor): [Read-Write] Bloom2 tint color
  • filter3_size (float): [Read-Write] Diameter size for Bloom3 in percent of the screen width (is done in 1/8 resolution, larger values cost more performance) >=0: can be clamped because of shader limitations
  • filter3_tint (LinearColor): [Read-Write] Bloom3 tint color
  • filter4_size (float): [Read-Write] Diameter size for Bloom4 in percent of the screen width (is done in 1/16 resolution, larger values cost more performance, best for wide contributions) >=0: can be clamped because of shader limitations
  • filter4_tint (LinearColor): [Read-Write] Bloom4 tint color
  • filter5_size (float): [Read-Write] Diameter size for Bloom5 in percent of the screen width (is done in 1/32 resolution, larger values cost more performance, best for wide contributions) >=0: can be clamped because of shader limitations
  • filter5_tint (LinearColor): [Read-Write] Bloom5 tint color
  • filter6_size (float): [Read-Write] Diameter size for Bloom6 in percent of the screen width (is done in 1/64 resolution, larger values cost more performance, best for wide contributions) >=0: can be clamped because of shader limitations
  • filter6_tint (LinearColor): [Read-Write] Bloom6 tint color
  • intensity (float): [Read-Write] Multiplier for all bloom contributions >=0: off, 1(default), >1 brighter
  • size_scale (float): [Read-Write] Scale for all bloom sizes
  • threshold (float): [Read-Write] minimum brightness the bloom starts having effect -1:all pixels affect bloom equally (physically correct, faster as a threshold pass is omitted), 0:all pixels affect bloom brights more, 1(default), >1 brighter
filter1_size

(float) – [Read-Write] Diameter size for the Bloom1 in percent of the screen width (is done in 1/2 resolution, larger values cost more performance, good for high frequency details) >=0: can be clamped because of shader limitations

filter1_tint

(LinearColor) – [Read-Write] Bloom1 tint color

filter2_size

(float) – [Read-Write] Diameter size for Bloom2 in percent of the screen width (is done in 1/4 resolution, larger values cost more performance) >=0: can be clamped because of shader limitations

filter2_tint

(LinearColor) – [Read-Write] Bloom2 tint color

filter3_size

(float) – [Read-Write] Diameter size for Bloom3 in percent of the screen width (is done in 1/8 resolution, larger values cost more performance) >=0: can be clamped because of shader limitations

filter3_tint

(LinearColor) – [Read-Write] Bloom3 tint color

filter4_size

(float) – [Read-Write] Diameter size for Bloom4 in percent of the screen width (is done in 1/16 resolution, larger values cost more performance, best for wide contributions) >=0: can be clamped because of shader limitations

filter4_tint

(LinearColor) – [Read-Write] Bloom4 tint color

filter5_size

(float) – [Read-Write] Diameter size for Bloom5 in percent of the screen width (is done in 1/32 resolution, larger values cost more performance, best for wide contributions) >=0: can be clamped because of shader limitations

filter5_tint

(LinearColor) – [Read-Write] Bloom5 tint color

filter6_size

(float) – [Read-Write] Diameter size for Bloom6 in percent of the screen width (is done in 1/64 resolution, larger values cost more performance, best for wide contributions) >=0: can be clamped because of shader limitations

filter6_tint

(LinearColor) – [Read-Write] Bloom6 tint color

intensity

**(float)* – [Read-Write] Multiplier for all bloom contributions >=0* – off, 1(default), >1 brighter

size_scale

(float) – [Read-Write] Scale for all bloom sizes

threshold

(float) – [Read-Write] minimum brightness the bloom starts having effect -1:all pixels affect bloom equally (physically correct, faster as a threshold pass is omitted), 0:all pixels affect bloom brights more, 1(default), >1 brighter