官方文档

Post Process Materials
https://docs.unrealengine.com/en-us/Engine/Rendering/PostProcessEffects/PostProcessMaterials

Stylized Rendering Post Processing
https://docs.unrealengine.com/en-us/Resources/Showcases/Stylized/PostProcessing

Post Processing Content Examples
https://docs.unrealengine.com/en-us/Resources/ContentExamples/PostProcessing

1.2 - ShadingModel
https://docs.unrealengine.com/en-us/Resources/ContentExamples/MaterialProperties/1_2

Post Processing Content Examples
https://docs.unrealengine.com/en-us/Resources/ContentExamples/PostProcessing

Rendering Overview
https://docs.unrealengine.com/en-us/Engine/Rendering/Overview

Post Process Effects
https://docs-origin.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/index.html

PostProcessVolume的settings中各个属性对应的效果类型
https://docs-origin.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/index.html#postprocesssettings

youtube教程

Unreal Engine 4 Tutorial - Post Process Effects
https://www.youtube.com/watch?v=i6lYSXyUKRY

Unreal Engine 4 Beginner Tutorial Series - #34 Post Processing
https://www.youtube.com/watch?v=i9bnPStLYfk

Unreal 4 Post Processing Volume Part 03 Colour Grading with LUT’s
https://www.youtube.com/watch?v=HR_Mj8o-tQ4

Ue4: Post Processing Volume - Adding/Controlling Ambient Occulsion
https://www.youtube.com/watch?v=-u1uzJxa94Q

Ue4: Post Processing Volume - Bloom and Lens Flare
https://www.youtube.com/watch?v=7CU5_gLIJBs

移动端的Post Process Volume 问题

4.20打包安卓版时有个问题:Post Process Volume 添加了一个Post Process Materials,这个Material在PC端没有问题,但是在安卓上会遮挡整个摄像机。
但不是每个Material都有这种问题,具体是Material中什么函数或选项导致这种问题,没详细验证过。

Outliner

Steps:

  1. Project Settings -> Engine -> Rendering -> Postprocessing -> set Custom Depth-Stencil Pass to Enabled with Stencil

  2. Add Post Process Volume in Level, Edit properties in Detail Panel -> Post Process Materials -> Array -> Add Asset Reference and set a material of outliner.

  3. Select target mesh in Level Editor, Edit properties in Detail Panel -> Override Materials -> enable Render CustomDepth Pass, and set value of CustomDepth Stencil Value as the material provide.

code:

if (MyMeshComponent)
{
    MyMeshComponent->SetRenderCustomDepth(true);
    MyMeshComponent->SetCustomDepthStencilValue(1);
}

buleprint:

Enable Alpha Channel support in Post Process

Project Settings -> Engine -> Rendering -> Postprocessing -> Enable alpha channel support in post processing.

How to Disable Auto Exposure (Eye Adaptation)

Project Settings -> Engine -> Rendering -> Default PostProcessing Settings -> Uncheck Auto Exposure.

UE4 Quick Tip #04: How to Disable Auto Exposure (Eye Adaptation) From Your Scene Tutorial
https://www.youtube.com/watch?v=K2kIre_BHgA


抱必死的心,走永远的路。