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    Class PostProcessEffect

    Custom PostFx which can modify final image by processing it with material based filters. The base class for all post process effects used by the graphics pipeline. Allows to extend frame rendering logic and apply custom effects such as outline, night vision, contrast etc.

    Override this class and implement custom post fx logic. Use MainRenderTask.Instance.AddCustomPostFx(myPostFx) to attach your script to rendering or add script to camera actor.

    Inheritance
    Object
    ScriptingObject
    SceneObject
    Script
    PostProcessEffect
    Inherited Members
    Script::_enabled
    Script::_executeInEditor
    ScriptingObject::_gcHandle
    ScriptingObject::_id
    SceneObject::_parent
    SceneObject::_prefabID
    SceneObject::_prefabObjectID
    Script::_tickFixedUpdate
    Script::_tickLateFixedUpdate
    Script::_tickLateUpdate
    Script::_tickUpdate
    ScriptingObject::_type
    Script::_wasAwakeCalled
    Script::_wasEnableCalled
    Script::_wasStartCalled
    PostProcessEffect
    Script::BeginPlay(SceneBeginData* data)
    SceneObject::BreakPrefabLink()
    ScriptingObject::CanCast(const ScriptingTypeHandle& from, const ScriptingTypeHandle& to)
    ScriptingObject::CanCast(const MClass* from, const MClass* to)
    ScriptingObject::Cast(ScriptingObject* obj)
    ScriptingObject::ChangeID(const Guid& newId)
    ScriptingObject::CreateManaged()
    ScriptingObject::CreateManagedInternal()
    ScriptingObject::Deleted
    Object::DeleteObject(float timeToLive = 0.0f, bool useGameTime=false)
    Object::DeleteObjectNow()
    Script::Deserialize(DeserializeStream& stream, ISerializeModifier* modifier)
    ISerializable::DeserializeIfExists(DeserializeStream& stream, const char* memberName, ISerializeModifier* modifier)
    PostProcessEffect
    ScriptingObject::DestroyManaged()
    Script::EndPlay()
    Object::Flags
    ScriptingObject::FromInterface(void* interfaceObj, const ScriptingTypeHandle& interfaceType)
    ScriptingObject::FromInterface(T* interfaceObj)
    Script::GetActor()
    ScriptingObject::GetClass()
    Script::GetEnabled()
    ScriptingObject::GetID()
    ScriptingObject::GetManagedInstance()
    SceneObject::GetNamePath(Char separatorChar='/')
    ScriptingObject::GetOrCreateManagedInstance()
    Script::GetOrderInParent()
    SceneObject::GetParent()
    SceneObject::GetPrefabID()
    SceneObject::GetPrefabObjectID()
    Script::GetSceneObjectId()
    ScriptingObject::GetType()
    ScriptingObject::GetTypeHandle()
    ScriptingObject::HasManagedInstance()
    SceneObject::HasParent()
    SceneObject::HasPrefabLink()
    Script::Initialize()
    ScriptingObject::Is(const ScriptingTypeHandle& type)
    ScriptingObject::Is(const MClass* type)
    ScriptingObject::Is()
    SceneObject::IsDuringPlay()
    Script::IsEnabledInHierarchy()
    ScriptingObject::IsRegistered()
    SceneObject::LinkPrefab(const Guid& prefabId, const Guid& prefabObjectId)
    ScriptingObject::NewObject(const ScriptingTypeHandle& typeHandle)
    ScriptingObject::NewObject()
    Script::OnAwake()
    Script::OnDebugDraw()
    Script::OnDebugDrawSelected()
    Script::OnDeleteObject()
    Script::OnDestroy()
    Script::OnDisable()
    Script::OnEnable()
    Script::OnFixedUpdate()
    Script::OnLateFixedUpdate()
    Script::OnLateUpdate()
    ScriptingObject::OnManagedInstanceDeleted()
    ScriptingObject::OnScriptingDispose()
    Script::OnStart()
    Script::OnUpdate()
    ScriptingObject::RegisterObject()
    SceneObject::SceneObject(const SpawnParams& params)
    ScriptingObject::ScriptingObject(const SpawnParams& params)
    Script::Serialize(SerializeStream& stream, const void* otherObj)
    PostProcessEffect
    PostProcessEffect
    Script::SetActor(Actor* value)
    Script::SetEnabled(bool value)
    ScriptingObject::SetManagedInstance(MObject* instance)
    Script::SetOrderInParent(int32 index)
    Script::SetParent(Actor* value, bool canBreakPrefabLink=true)
    SceneObject::SetParent(Actor* value)
    PostProcessEffect
    ScriptingObject::ToInterface(ScriptingObject* obj, const ScriptingTypeHandle& interfaceType)
    ScriptingObject::ToInterface(ScriptingObject* obj)
    ScriptingObject::ToManaged(const ScriptingObject* obj)
    ScriptingObject::ToNative(MObject* obj)
    Script::ToString()
    ScriptingObject::UnregisterObject()
    ISerializable::~ISerializable()
    Object::~Object()
    SceneObject::~SceneObject()
    ScriptingObject::~ScriptingObject()
    Assembly: FlaxEngine.dll
    File: Engine/Graphics/PostProcessEffect.h
    Syntax
    public class PostProcessEffect : public Script

    Fields

    Location

    Effect rendering location within rendering pipeline.

    Declaration
    public PostProcessEffectLocation Location = PostProcessEffectLocation::Default
    Field Value
    PostProcessEffectLocation

    Order

    Effect rendering order. Post effects are sorted before rendering (from the lowest order to the highest order).

    Declaration
    public int32 Order = 0
    Field Value
    int32

    UseSingleTarget

    True whether use a single render target as both input and output. Use this if your effect doesn't need to copy the input buffer to the output but can render directly to the single texture. Can be used to optimize game performance.

    Declaration
    public bool UseSingleTarget = false
    Field Value
    bool

    Methods

    CanRender()

    Gets a value indicating whether this effect can be rendered.

    Declaration
    public virtual bool CanRender() const
    Returns
    bool

    CanRender(const RenderContext& renderContext)

    Gets a value indicating whether this effect can be rendered.

    Declaration
    public virtual bool CanRender(const RenderContext& renderContext) const
    Parameters
    RenderContext renderContext

    The target render context.

    Returns
    bool

    PreRender(GPUContext* context, RenderContext& renderContext)

    Pre-rendering event called before scene rendering begin. Can be used to perform custom rendering or customize render view/setup.

    Declaration
    public virtual void PreRender(GPUContext* context, RenderContext& renderContext)
    Parameters
    GPUContext context

    RenderContext renderContext

    Render(GPUContext* context, RenderContext& renderContext, GPUTexture* input, GPUTexture* output)

    Performs custom postFx rendering.

    Declaration
    public virtual void Render(GPUContext* context, RenderContext& renderContext, GPUTexture* input, GPUTexture* output)
    Parameters
    GPUContext context

    The GPU commands context.

    RenderContext renderContext

    The rendering context.

    GPUTexture input

    The input texture.

    GPUTexture output

    The output texture.

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