11 #include "ShaderBasedSensor.generated.h" 15 USTRUCT(BlueprintType)
20 UPROPERTY(EditAnywhere, BlueprintReadWrite)
23 UPROPERTY(EditAnywhere, BlueprintReadWrite)
26 UPROPERTY(EditAnywhere, BlueprintReadWrite)
31 USTRUCT(BlueprintType)
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)
72 void AddShader(const FSensorShader &Shader)
77 void SetFloatShaderParameter(uint8_t ShaderIndex,
const FName &ParameterName,
float Value);
86 TArray<UMaterial*> MaterialsFound;
std::vector< cg::Location > Path
A shader parameter value to change when the material instance is available.
A sensor that produces data by applying post-process materials (shaders) to a scene capture image...
A description of a Carla Actor with all its variation.
Base class for sensors using a USceneCaptureComponent2D for rendering the scene.
AShaderBasedSensor(const FObjectInitializer &ObjectInitializer)
A shader in AShaderBasedSensor.