11#include "ShaderBasedSensor.generated.h"
20 UPROPERTY(EditAnywhere, BlueprintReadWrite)
23 UPROPERTY(EditAnywhere, BlueprintReadWrite)
26 UPROPERTY(EditAnywhere, BlueprintReadWrite)
36 UPROPERTY(EditAnywhere, BlueprintReadWrite)
37 UMaterialInstanceDynamic *PostProcessMaterial =
nullptr;
39 UPROPERTY(EditAnywhere, BlueprintReadWrite)
55 : Super(ObjectInitializer)
57 EnablePostProcessingEffects(
false);
66 UFUNCTION(BlueprintCallable)
68 bool AddPostProcessingMaterial(
const FString &Path);
71 UFUNCTION(BlueprintCallable)
77 void SetFloatShaderParameter(uint8_t ShaderIndex,
const FName &ParameterName,
float Value);
86 TArray<UMaterial*> MaterialsFound;
使用USceneCaptureComponent2D进行场景渲染的传感器基类 scene.
通过应用后处理材质(着色器)来生成数据的传感器。 a scene capture image.
AShaderBasedSensor(const FObjectInitializer &ObjectInitializer)
A shader in AShaderBasedSensor.
A shader parameter value to change when the material instance is available.