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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Materials > API/Runtime/Engine/Materials/UMaterial
Syntax
UPROPERTY (EditAnywhere, Category=PostProcessMaterial)
uint8 bDisablePreExposureScale: 1
Remarks
Disable pre-exposure scale in post process materials (multiply by View.OneOverPreExposure on inputs, View.PreExposure on output). Useful for materials that don't care about the absolute intensity of SceneColor (for example, a blur), simplifying custom HLSL and saving some performance. Or useful for non-color UserSceneTextures (for example, mask, matte, modulation, offset, or ID textures), where pre-exposure scale is undesirable. Pre-exposure scale can be manually reapplied via custom HLSL if needed on specific inputs or the output.