Language:
Page Info
Tags:
Skill Level:
Engine Version:

Post Process Effects on Mobile Platforms

Choose your OS:

Mobile Post Processing is implemented as a separate code path from PC/Console Post Processing. This is to reflect the slower dependent texture reads, missing hardware features, extra render target resolve costs, and slower performance in general. To enable Post Processing for your mobile applications, please make sure that Mobile HDR is enabled in your Project Settings as most of the settings below require Mobile HDR to be enabled for the effect(s) to work.

Click for full image.

Enabling Tonemapper for Mobile Devices

To use the Tonemapper Post Processing options on Mobile Devices, you will need to set the value of r.tonemapperfilm from its default of 0 to 1. You can change, enable, or disable the Tonemapper inside of the Unreal Engine 4 (UE4) Editor in the following ways:

Tonemapper On

Tonemapper Off

Enabling Tonemapper Film via the Console

You can enable the Tonemapper in the UE4 Editor by first opening up the console by pressing the Backtick key(`) and then entering the following command:

  • r.tonemapperfilm 1

To disable the Tonemapper, open up the console and enter the following command:

  • r.tonemapperfilm 0.

This method will enable the Tonemapper only for this session. If you want the Tonemapper to always be on you will need to add the Tonemapper settings you want to use to the DefaultEngine.INI.

Click for full image.

Enabling Tonemapper Film via .INI Files

To enable or disable the Tonemapper project wide you will need to add r.tonemapperfilm=1 to the Rendering Settings section of your project's DefaultEngine.ini file.

Click for full image.

Click for full image.

Enabling Tonemapper Film on a Mobile Device

To enable or disable the Tonemapper on a Mobile Device you will need to tap the screen with four fingers at the same time to bring up the Console Window and then input r.tonemapperfilm 1 to enable the Tonemapper or r.tonemapperfilm 0 to disable the Tonemapper.

Click for full image.

Supported Post Process Effects and Settings on Mobile

In the following section we will go over what Post Process Effects and settings are supported on Mobile devices, as well as whether they require the tonemapper to be enabled.

Click for full image.

Color Grading

In the Color Grading section, you'll find the supported properties that enable you to make color corrections to the image.

Post Process Property

Supported

R.tonemapperfilm Value

White Balance

Temp

Yes

1

Tint

Yes

1

Global

Saturation

Yes

1

Contrast

Yes

1

Gamma

Yes

1

Gain

Yes

1

Offset

Yes

1

Scene Color Tint

Yes

1

Color Grading LUT Intensity

Yes

1

Color Grading LUT

Yes

1

Shadows

Saturation

Yes

1

Contrast

Yes

1

Gamma

Yes

1

Gain

Yes

1

Offset

Yes

1

Shadows Max

Yes

1

Midtones

Saturation

Yes

1

Contrast

Yes

1

Gamma

Yes

1

Gain

Yes

1

Offset

Yes

1

Highlights

Saturation

Yes

1

Contrast

Yes

1

Gamma

Yes

1

Gain

Yes

1

Offset

Yes

1

Highlights Min

Yes

1

Tonemapper

In the Tonemapper section, you'll find the supported properties that enable you to make adjustments to the image color range.

Post Process Property

Supported

R.tonemapperfilm Value

Slope

Yes

1

Toe

Yes

1

Shoulder

Yes

1

Black Clip

Yes

1

White Clip

Yes

1

Mobile Tonemapper

In the Mobile Tonemapper section, you'll find the supported properties specific to mobile that enable you to make adjustments to the image color range.

Post Process Property

Supported

R.tonemapperfilm Value

Tint

Yes

0

Saturation

Yes

0

Contrast

Yes

0

Tint Shadow

Yes

0

Tint Shadow Blend

Yes

0

Tint Shadow Amount

Yes

0

Channel Mixer Red

Yes

0

Channel Mixer Green

Yes

0

Channel Mixer Blue

Yes

0

Crush Shadows

Yes

0

Crush Highlights

Yes

0

Dynamic Range

Yes

0

Lens

In the Lens section, you'll find the supported properties that enable you to make different visual adjustments to the image for features like Bloom and Depth of Field.

Post Process Property

Supported

R.tonemapperfilm Value

Image Effects

Chromatic Aberation

Yes

0 & 1

Vignette Intensity

Yes

0 & 1

Grain Jitter

Yes

0 & 1

Color Grading Intensity

Yes

1

Bloom

Method: Standard

Yes

0 & 1

Method: Convolution

No

n/a

Intensity

Yes

0 & 1

Threshold

Yes

0 & 1

Size Scale

Yes

0 & 1

#123456 Size

No

n/a

#123456 Tint

No

n/a

Convolution Scale

No

n/a

Convolution Center

No

n/a

Convolution Boost

No

n/a

Convolution Buffer

No

n/a

Dirt Mask

Dirt Mask Texture

Yes

1

Dirt Mask Intensity

Yes

1

Dirt Mask Tint

Yes

1

Auto Exposure

Auto Exposure Histogram

No

n/a

Auto Exposure Basic

No

n/a

Low Percent

No

n/a

High Percent

No

n/a

Min Brightness

No

n/a

Max Brightness

No

n/a

Speed Up

No

n/a

Speed Down

No

n/a

Exposure Bias

Yes

0 & 1

Histogram Log Min

No

n/a

Histogram Log Max

No

n/a

Low Percent

No

n/a

High Percent

No

n/a

Histogram Log Min

No

n/a

Histogram Log Max

No

n/a

Lens Flares

Intensity

No

n/a

Tint

No

n/a

Bokeh Size

No

n/a

Threshold

No

n/a

Bokeh Shape

No

n/a

Tints #012345678

No

n/a

Depth of Field

BokehDOF

Yes

0

GaussianDOF

Yes

0

CircleDOF

No

n/a

High Quality Gaussian DoF on Mobile

Yes

1

Aperture F - Stop

No

n/a

Focal Distance

Yes

0

Depth Blur km for 50%

No

n/a

Depth Blur Radius

No

n/a

Focal Region

No

n/a

Near Transition Region

Yes

0

Far Transition Region

Yes

0

Scale

Yes

0

Max Bokeh Size

No

n/a

Near Blur Size

No

n/a

Far Blur Size

No

n/a

Shape

No

n/a

Occlusion

No

n/a

Color Threshold

No

n/a

Size Threshold

No

n/a

Sky Distance

No

n/a

Vignette Size

No

n/a

Rendering Features

In the Rendering Features section, you'll find the supported properties that enable you to make visual adjustments to the image for specific Post Process Materials, like Custom Depth and Custom Stencil.

Post Process Property

Supported

R.tonemapperfilm Value

Post Process Materials

Array

Yes

1

Ambient Cubemap

Tint

No

n/a

Intensity

No

n/a

Cubemap Texture

No

n/a

Ambient Occlusion

Intensity

No

n/a

Radius

No

n/a

Static Fraction

No

n/a

Radius in Worldspace

No

n/a

Fade Out Distance

No

n/a

Fade Out Radius

No

n/a

Power

No

n/a

Bias

No

n/a

Quality

No

n/a

Mip Blend

No

n/a

Mip Scale

No

n/a

Mip Threshold

No

n/a

Global Illumination

Indirect Lighting Color

Yes

0 & 1

Indirect Lighting Intensity

Yes

0 & 1

Motion Blur

Amount

No

n/a

Max

No

n/a

Per Object Size

No

n/a

Light Propagation Volume

Intensity

No

n/a

Size

No

n/a

Secondary Occlusion Intensity

No

n/a

Occlusion Intensity

No

n/a

Diffuse Occlusion Exponent

No

n/a

Specular Occlusion Exponent

No

n/a

Light Injection Bias

No

n/a

Secondary Bounce Intensity

No

n/a

Geometry Volume Bias

No

n/a

Emissive Injection Intensity

No

n/a

Occlusion Radius

No

n/a

Diffuse Occlusion Intensity

No

n/a

Specular Occlusion Intensity

No

n/a

Fade Range

No

n/a

Directional Occlusion Fade Range

No

n/a

Screen Space Reflections

Intensity

No

n/a

Quality

No

n/a

Max Roughness

No

n/a

Misc

Screen Percentage

No

n/a

Custom Post Process Materials

The Unreal Engine ships with a variety of Post Process effects, enabling you to customize the look and feel of your mobile applications. There are times, though, when you'll want to create custom Post Process Materials to implement your own effects (such as "VCR Static").

image alt text

Adding effects to your mobile application requires the development of custom Post Process materials. When creating custom Post Process Materials for mobile applications, you should note that there are some key things to consider. Specifically, it's important to note that custom Post Process Materials for mobile applications can only fetch from PostProcessInput0 (Scene Color), Scene Depth, Custom Depth, and Custom Stencil with the following Blendable Locations.

  • Before Tonemapping

  • After Tonemapping

To learn more about Blendable Locations, read through our Post Process Materials reference page. Currently, you cannot create custom Post Process materials for older Android devices that require 'mosaic' mode for HDR rendering. Finally, pixel depth information is not yet supported.

As this features requires Post-Processing to work correctly, Mobile HDR must be enabled. To enable Mobile HDR go to Project Settings > Engine > Rendering > Mobile and make sure that Mobile HDR is checked.

Click for full image.

You now use Custom Depth Post Process option with the Mobile Rendering path. Custom Post Process Materails can now sample from Scene Depth, Custom Depth, Scene Color, and Custom Stencil.

Custom_Scene_Depth.png

Custom_Stencil.png

Custom Depth

Custom Stencil

General Post Process Performance Tips

  • For best performance and quality, it is best to stick to using just Bloom and TemporalAA.

For better performance, we have implemented a special workaround which is controlled by the console variable "r.RenderTargetSwitchWorkaround". In BaseDeviceProfiles.ini, you can see that it is enabled for several devices. Note that there will be a small change in appearance to the bloom effect on devices with certain performance characteristics.

Tags