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TG_ARPG/Content/BlurCollection/Documentation/DocumentationWidgetBlueprint.uasset

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2024-11-20 10:18:16 +08:00
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Drag off pins to build functionality.z<00>_<00><>+^<5E><>"O<><4F>m<EFBFBD><6D><EFBFBD><EFBFBD>Z~<00>Ѐ<EFBFBD><D080><EFBFBD><EFBFBD>G<EFBFBD><47> k%j(<00>Ѐ<EFBFBD><D080><EFBFBD><EFBFBD>G<EFBFBD><47> k%j(<28><00>:~<00><><EFBFBD><EFBFBD>2<00><00>#<23><><EFBFBD>#<23>H<EFBFBD><48><h<><68>L<EFBFBD><00>#<23><><EFBFBD>#<23>H<EFBFBD><48><h<><68>L<EFBFBD><4C><00>S~~<00>R<00>Frq<00><00><><EFBFBD><EFBFBD>px<00>~#|b<00>HMJKy<00>XTThis node is disabled and will not be called.
Drag off pins to build functionality.z<00>_<15>/kZ<6B><5A>N<EFBFBD><4E><EFBFBD><EFBFBD><05><>~<00>r<EFBFBD><72><EFBFBD><EFBFBD>=H<><1D>a{d<>_<00>r<EFBFBD><72><EFBFBD><EFBFBD>=H<><1D>a{d<>_<EFBFBD><00>:~<00><><EFBFBD><EFBFBD><EFBFBD><00><00>I<EFBFBD><49><EFBFBD><EFBFBD><EFBFBD>H<EFBFBD><48><EFBFBD>(8<><00>I<EFBFBD><49><EFBFBD><EFBFBD><EFBFBD>H<EFBFBD><48><EFBFBD>(<00>S~~<00>rk<72><6B>t<EFBFBD> K<><4B><EFBFBD>Y<>ùrk<72><6B>t<EFBFBD> K<><4B><EFBFBD>Y<>ùw<00>CMy Geometry
Geometry Structure
The space allotted for this widget<01>~<00><><EFBFBD><EFBFBD>~<00>5ʾQO<C28D><4F><EFBFBD>9榱<39>5ʾQO<C28D><4F><EFBFBD>9榱<39>a<00>6In Delta Time
Float
Real time passed since last tickV~~0.00.0<00>~true9true9true9truetrue*User InterfaceuPublic/Blueprint/UserWidget.h<00><00>Called by both the game and the editor. Allows users to run initial setup for their widgets to better preview
the setup in the designer and since generally that same setup code is required at runtime, it's called there
as well.
**WARNING**
This is intended purely for cosmetic updates using locally owned data, you can not safely access any game related
state, if you call something that doesn't expect to be run at editor time, you may crash the editor.
In the event you save the asset with blueprint code that causes a crash on evaluation. You can turn off
PreConstruct evaluation in the Widget Designer settings in the Editor Preferences.cfalse*User Interfaceg Begin PlayuPublic/Blueprint/UserWidget.h<00><00>Called after the underlying slate widget is constructed. Depending on how the slate object is used
this event may be called multiple times due to adding and removing from the hierarchy.*User InterfaceuPublic/Blueprint/UserWidget.h<00><00>Ticks this widget. Override in derived classes, but always call the parent implementation.
@param MyGeometry The space allotted for this widget
@param InDeltaTime Real time passed since last ticka0.0uPublic/Components/Button.huPublic/Components/Button.h>MultiLineEditableTextBox_152*DocumentationWidgetBlueprint> Button_655*DocumentationWidgetBlueprint> Button_631*DocumentationWidgetBlueprint#>MultiLineEditableTextBox_152*DocumentationWidgetBlueprint"> Button_655*DocumentationWidgetBlueprint!> Button_631*DocumentationWidgetBlueprintL0<00>!6EE31CBF448DBF5E6016C282463B2C6F<00><00><00>#[6EE31CBF448DBF5E6016C282463B2C6F]!F0AF759C4F555F1D98CCD4A4ADF6EFFCSBLUR COLLECTION
This product contains 4 blur types: Circular Blur, Directional Blur, Disk Blur and Radial Blur. On the Demo Level you can see examples of each type of blur. There are 5 blur kernels available for each blur type.
All functions are available for use in the Material Editor in the Palette window or in the right-click menu.
INPUTS
Radius/Amount Input
Feed this input a scalar value to control the blurring of the entire image.
Feed this input a Vector2 to control blurring the entire image along two axes (only applies to Disk Blur and Radial Blur).
Feed this input a texture or the result of another function to control the blur value of each pixel individually.
Units:
Circular Blur: 1 unit = 1 turn
Radial Blur: 1 unit = 1 UV
Directional Blur (Texture2D): 1 unit = 1 UV
Directional Blur (SceneTexture): 1 unit = 1 pixel
Disk Blur (Texture2D): 1 unit = 1 UV
Disk Blur (SceneTexture): 1 unit = 1 pixel
Quality Input
The larger this value, the better the quality, but the lower the performance. It is not recommended to set values over 20 for Disk Blur and over 100 for other.
Blur Bias and Kernel Offset Inputs
With these inputs, you can control the blur offset and the offset of the blur kernel relative to the original image. The range of accepted values is from -1 to 1.
Max Depth Input
Distance in centimeters that limits the maximum scene depth values. Only applies to Scene Depth and World Position blurs.
Noise Dither and Temporal Dither Inputs
Dither allows you to significantly improve the quality of the blur without increasing the number of samples. Enabled by default.
OUTPUTS
Use SceneColor Output only for Translucent Materials.
Use PostProcess0 Output only for PostProcess Materials.
PERFORMANCE
The larger Quality value, the lower the performance. It is not recommended to set values over 20 for Disk Blur and over 100 for other.
The recommended Quality range for most tasks is 5 to 10 and dithering should be enabled (dithering is enabled by default).
Large Radius values can severely degrade performance.
You can use any blur kernel, it doesn't affect performance.
NODE DESCRIPTION
CircularBlur
CircularBlurConeSceneTexture
- Circular blur with cone kernel for use in PostProcess Materials and Translucent Materials.
CircularBlurGaussianSceneTexture
- Circular blur with gaussian kernel for use in PostProcess Materials and Translucent Materials.
CircularBlurHemisphereSceneTexture
- Circular blur with hemisphere kernel for use in PostProcess Materials and Translucent Materials.
CircularBlurRegularSceneTexture
- Circular blur with regular kernel for use in PostProcess Materials and Translucent Materials.
CircularBlurThornSceneTexture
- Circular blur with thorn kernel for use in PostProcess Materials and Translucent Materials.
CircularBlurConeTexture2D
- Circular blur with cone kernel for 2D textures.
CircularBlurGaussianTexture2D
- Circular blur with gaussian kernel for 2D textures.
CircularBlurHemisphereTexture2D
- Circular blur with hemisphere kernel for 2D textures.
CircularBlurRegularTexture2D
- Circular blur with regular kernel for 2D textures.
CircularBlurThornTexture2D
- Circular blur with thorn kernel for 2D textures.
DirectionalBlur
DirectionalBlurConeSceneTexture
- Directional blur with cone kernel for use in PostProcess Materials and Translucent Materials.
DirectionalBlurGaussianSceneTexture
- Directional blur with gaussian kernel for use in PostProcess Materials and Translucent Materials.
DirectionalBlurHemisphereSceneTexture
- Directional blur with hemisphere kernel for use in PostProcess Materials and Translucent Materials.
DirectionalBlurRegularSceneTexture
- Directional blur with regular kernel for use in PostProcess Materials and Translucent Materials.
DirectionalBlurThornSceneTexture
- Directional blur with thorn kernel for use in PostProcess Materials and Translucent Materials.
DirectionalBlurConeTexture2D
- Directional blur with cone kernel for 2D textures.
DirectionalBlurGaussianTexture2D
- Directional blur with gaussian kernel for 2D textures.
DirectionalBlurHemisphereTexture2D
- Directional blur with hemisphere kernel for 2D textures.
DirectionalBlurRegularTexture2D
- Directional blur with regular kernel for 2D textures.
DirectionalBlurThornTexture2D
- Directional blur with thorn kernel for 2D textures.
DiskBlur
DiskBlurConeSceneTexture
- Disk blur with cone kernel for use in PostProcess Materials and Translucent Materials.
DiskBlurGaussianSceneTexture
- Disk blur with gaussian kernel for use in PostProcess Materials and Translucent Materials.
DiskBlurHemisphereSceneTexture
- Disk blur with hemisphere kernel for use in PostProcess Materials and Translucent Materials.
DiskBlurRegularSceneTexture
- Disk blur with regular kernel for use in PostProcess Materials and Translucent Materials.
DiskBlurThornSceneTexture
- Disk blur with thorn kernel for use in PostProcess Materials and Translucent Materials.
DiskBlurConeTexture2D
- Disk blur with cone kernel for 2D textures.
DiskBlurGaussianTexture2D
- Disk blur with gaussian kernel for 2D textures.
DiskBlurHemisphereTexture2D
- Disk blur with hemisphere kernel for 2D textures.
DiskBlurRegularTexture2D
- Disk blur with regular kernel for 2D textures.
DiskBlurThornTexture2D
- Disk blur with thorn kernel for 2D textures.
RadialBlur
RadialBlurConeSceneTexture
- Radial blur with cone kernel for use in PostProcess Materials and Translucent Materials.
RadialBlurGaussianSceneTexture
- Radial blur with gaussian kernel for use in PostProcess Materials and Translucent Materials.
RadialBlurHemisphereSceneTexture
- Radial blur with hemisphere kernel for use in PostProcess Materials and Translucent Materials.
RadialBlurRegularSceneTexture
- Radial blur with regular kernel for use in PostProcess Materials and Translucent Materials.
RadialBlurThornSceneTexture
- Radial blur with thorn kernel for use in PostProcess Materials and Translucent Materials.
RadialBlurConeTexture2D
- Radial blur with cone kernel for 2D textures.
RadialBlurGaussianTexture2D
- Radial blur with gaussian kernel for 2D textures.
RadialBlurHemisphereTexture2D
- Radial blur with hemisphere kernel for 2D textures.
RadialBlurRegularTexture2D
- Radial blur with regular kernel for 2D textures.
RadialBlurThornTexture2D
- Radial blur with thorn kernel for 2D textures.<00><00><00>E <00><00><00><00><00>I<00><00><00>m<00>?<00>?<00>??~~<00><00>|nlW<00>W<00>W"W~X<00>F<00><00>x<00><00>b~<00><00><00><00><00><00>A<00>`<00><00><00>A<00>A~<00><00>A<00>`<00><00><00>A<00>A~~~<00><00><00><00>-<00>r<00><00><00>m<00>?.'NO~~n<00>|nlW<00>A<EFBFBD>W<00>A<EFBFBD>W<00>A"W<00>A~<00><00>~~ <08>~<00><><EFBFBD><EFBFBD>~ <08>~<00><><EFBFBD><EFBFBD>~ <08>~<00><><EFBFBD><EFBFBD><EFBFBD><00>g#[6EE31CBF448DBF5E6016C282463B2C6F]!15D99CAD40971154B84415BB890AE241Web Documentation-<00>I<00><00><00>m<00>?~<00><00> ~<00><00>b#[6EE31CBF448DBF5E6016C282463B2C6F]!DEECC742497E57B6D16E92A94B2919E5 Product Page-<00>I<00><00><00>m<00>?~<00><00> ~<00><00>'<00><00><00><><EFBFBD><EFBFBD><EFBFBD>
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