Color gradingpostprocess

Efficient implementation of custom grading/adding custom post process pass

  • Look at deferred decals/deferred decal mesh (PostProcessDeferredDecals.cpp & PostProcessMeshDecals.cpp)

  • Look at RenderMeshDecals()

  • Look at FDecalRendering::BuildVisibleDecalList

  • Also look at possibly following UDecalComponent()

  • Derive from USceneComponent instead of UPrimitiveComponent and manually add the color grade sphere to a list on FScene in CrateRenderState_Concurrent()

  • FDeferredShadingSceneRenderer::Render()

  • GCompositionLighting.ProcessAfterBasePass(RHICmdList, Views[ViewIndex])

  • FCompositionLighting::ProcessAfterBasePass()

    • Sets up composition graph for deferred decals and ambient occlusion

    • Deferred decals are done with normal rendering

    • Ambient occlusion can be done with Compute shader. Look at AddPostProcessingAmbientOcclusion() for compute shader version of a postprocess pass

    • Actual rendering/processing happens in FRCPassPostProcessDeferredDecals::Process() or FRCPassPostProcessAmbientOcclusion::Process()


Last update: November 14, 2019