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Render-thread proxy for the color keyer pass. Performs chroma-key extraction and optional despill on the input.
| Name | FCompositePassColorKeyerProxy |
| Type | class |
| Header File | /Engine/Plugins/Compositing/Composite/Source/Composite/Public/Passes/CompositePassColorKeyer.h |
| Include Path | #include "Passes/CompositePassColorKeyer.h" |
Syntax
class FCompositePassColorKeyerProxy : public FCompositeCorePassProxy
Inheritance Hierarchy
- FCompositeCorePassProxy → FCompositePassColorKeyerProxy
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bDespillOnly | bool | When true, only despill is applied; alpha is left unchanged. | Passes/CompositePassColorKeyer.h | |
| bDisplaySpaceLuminance | bool | When true, luminance is computed in display (sRGB encoding) space to match other tools. | Passes/CompositePassColorKeyer.h | |
| bInvertAlpha | bool | When true, the output alpha is inverted (1 − alpha). | Passes/CompositePassColorKeyer.h | |
| bPreserveVignetteAfterKey | bool | When true, devignette correction is reversed before outputting the keyed result. | Passes/CompositePassColorKeyer.h | |
| CleanPlateWeakPtr | TWeakObjectPtr< UTexture > | Weak pointer to the clean plate texture used as the per-pixel background reference. | Passes/CompositePassColorKeyer.h | |
| DenoiseMethod | ECompositeDenoiseMethod | Denoising pre-pass applied to the foreground before keying. | Passes/CompositePassColorKeyer.h | |
| KeyColor | FLinearColor | Static background reference color; used when no clean plate is provided. | Passes/CompositePassColorKeyer.h | |
| KeyerMode | ECompositeColorKeyerMode | Whether this proxy uses chroma or luma keying. | Passes/CompositePassColorKeyer.h | |
| Params0 | FVector4f | Shader parameter vector: (RedWeight, GreenWeight, BlueWeight, DespillStrength). | Passes/CompositePassColorKeyer.h | |
| Params1 | FVector4f | Shader parameter vector: chroma=(AlphaMin, AlphaMax, DevignetteStrength, ChromaShift), luma=(LumaMin, LumaMax, 0, 0). | Passes/CompositePassColorKeyer.h | |
| ScreenType | ECompositeColorKeyerScreenType | Background screen color used to drive the key algorithm. | Passes/CompositePassColorKeyer.h | |
| Visualization | ECompositeColorKeyerVisualization | Which output channel to display: final composite key, fill layer, or raw alpha matte. | Passes/CompositePassColorKeyer.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Passes/CompositePassColorKeyer.h | |||
FCompositeCorePassProxy
(
UE::CompositeCore::FPassInputDeclArray InPassDeclaredInputs |
Passes/CompositePassColorKeyer.h |
Public Virtual
Overridden from FCompositeCorePassProxy
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FPassTexture Add
(
FRDGBuilder& GraphBuilder, |
Adds the color keyer RDG pass and returns a premultiplied keyed RGBA output. | Passes/CompositePassColorKeyer.h | |
virtual const FName & GetTypeName() |
Passes/CompositePassColorKeyer.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static const FName & GetTypeNameStatic() |
Passes/CompositePassColorKeyer.h |