- Unreal Engine 4 Shaders and Effects Cookbook
- Brais Brenlla Ramos John P. Doran
- 319字
- 2021-06-24 14:12:17
There's more...
Before moving on, I didn't want to pass on the opportunity of explaining a bit more some of the settings that we tweaked in this recipe. Even though we've covered most of the parameters that define each of the post process effects that we've seen, we haven't had the time to really explain how each setting contributes to the overall effect. Let's do that now:
- The Screen Space Reflections are controlled by three different properties: the intensity, the quality and the max roughness. Even though the first two can be quite self explanatory, it's the third one that is a bit more subtle. In simple terms, max roughness is used to specify what roughness value the engine fades the screen space reflections. The higher the number, the more the effect will be seen on surfaces which have a material applied with a high roughness value. This basically means that the effect will be more visible throughout the entirety of the scene.
- The Ambient Occlusion has some extra settings that we didn't need to tweak in our example, but which are worth considering when working on a different level. I'd like to mention the Fade Out Distance, which is the value that determines up until where this screen space effect is visible in centimeters. Be sure to modify that value if your scene requires it.
- Other settings, such as Motion Blur, are quite straightforward; it is enabled by default, and if you want to disable it you need to tick the Amount checkbox and set it to 0. The Max amount is the maximum distortion that the effect can introduce, and you determine it by specifying a percent of the screen width.
With all of those settings in mind, it will be easy for you to configure the scene to your liking, so make sure to have a go at them!
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