EBlendableLocation

Where to place a material node in the post processing graph.

Windows
MacOS
Linux

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Engine/BlendableInterface.h

Include

#include "Engine/BlendableInterface.h"

Syntax

enum EBlendableLocation
{
    BL_AfterTonemapping,
    BL_BeforeTonemapping,
    BL_BeforeTranslucency,
    BL_ReplacingTonemapper,
    BL_SSRInput,
    BL_MAX,
}

Values

Name

Description

BL_AfterTonemapping

Input0:former pass color, Input1:SeparateTranslucency.

BL_BeforeTonemapping

Input0:former pass color, Input1:SeparateTranslucency.

BL_BeforeTranslucency

Input0:former pass color, Input1:SeparateTranslucency.

BL_ReplacingTonemapper

Input0:former pass color, Input1:SeparateTranslucency, Input2: BloomOutput vector parameters: Engine.FilmWhitePoint scalar parameters: Engine.FilmSaturation, Engine.FilmContrast

BL_SSRInput

BL_AfterOpaque, BL_AfterFog, BL_AfterTranslucency, BL_AfterPostProcessAA, Input0:former pass color.

BL_MAX

Remarks

Where to place a material node in the post processing graph.

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss