unreal.GaussianSumBloomSettings

class unreal.GaussianSumBloomSettings(intensity: float = 0.0, threshold: float = 0.0, size_scale: float = 0.0, filter1_size: float = 0.0, filter2_size: float = 0.0, filter3_size: float = 0.0, filter4_size: float = 0.0, filter5_size: float = 0.0, filter6_size: float = 0.0, filter1_tint: LinearColor = Ellipsis, filter2_tint: LinearColor = Ellipsis, filter3_tint: LinearColor = Ellipsis, filter4_tint: LinearColor = Ellipsis, filter5_tint: LinearColor = Ellipsis, filter6_tint: LinearColor = Ellipsis)

Bases: 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

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

Type:

(float)

property filter1_tint: LinearColor

[Read-Write] Bloom1 tint color

Type:

(LinearColor)

property 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

Type:

(float)

property filter2_tint: LinearColor

[Read-Write] Bloom2 tint color

Type:

(LinearColor)

property 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

Type:

(float)

property filter3_tint: LinearColor

[Read-Write] Bloom3 tint color

Type:

(LinearColor)

property 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

Type:

(float)

property filter4_tint: LinearColor

[Read-Write] Bloom4 tint color

Type:

(LinearColor)

property 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

Type:

(float)

property filter5_tint: LinearColor

[Read-Write] Bloom5 tint color

Type:

(LinearColor)

property 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

Type:

(float)

property filter6_tint: LinearColor

[Read-Write] Bloom6 tint color

Type:

(LinearColor)

property intensity: float

off, 1(default), >1 brighter

Type:

(float)

Type:

[Read-Write] Multiplier for all bloom contributions >=0

property size_scale: float

[Read-Write] Scale for all bloom sizes

Type:

(float)

property 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

Type:

(float)