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出品Neo Texture Utilsのメディア1

説明

Unlock new in-game texture functionalities in Unreal

Access post-process textures in widgets, such as Custom Depth, for special UI effects; async-load images from the operating system; and some more, all from Blueprints!

Load images from the file system as textures
  • Asynchronously, so the project doesn't freeze while loading.

  • Load images from a directory, including subdirectories.

  • Filter files by image format.

  • List images in a directory before loading.

  • Optionally create the directory to aid user in finding it.

  • Optionally generate mip maps after loading, auto resizing the texture to power of 2 dimensions.

Texture editing and creation utilities
  • Take screenshots of the viewport, optionally including the UI.

  • Create Texture2D:

    • from a color array.

      • Useful to pass a lot of custom data into a material at once.

    • from a linear color array (HDR Texture2D).

    • with any format setting the byte data directly.

    • from layering two textures on each other.

    • from a render target.

    • from a widget (UMG).

  • Resize a Texture2D.

  • Resize Texture2D to closest power of two of given width and height.

  • Generate Mip Maps for a Texture2D.

Utility function nodes
  • Read Texture2D Pixels as array of Linear Color (for HDR textures) and Color (for SDR).

  • Get Pixel Color from Array using coordinates, so you don't have to do the "XY to index" math yourself.

  • Make Brush from Render Target.

  • Lerp Color (the engine only has a node for Linear Color).

  • Get Render Target Format Max Bits Per Channel.

  • Find Closest Power of Two (to given size).

Utility material functions
  • Viewport Rectangle: Size and location for widgets, useful for screen mapping.

  • Is HDR Enabled.

Viewport Texture Copy Subsystem

Keeps copies of the textures that make up the final viewport render (GBuffer textures). You can use them inside widgets or your own materials. This unlocks many effect possibilities, like hiding widgets when certain objects are behind them; or temporal post process effects that use the image from the previous frame.

The following GBuffer textures are available:

  • Scene Color: the final rendered image you see normally in the viewport, including any post process effects, without the UI.

  • World Normal: values are the normal (facing direction) of every surface in the viewport.

  • World Position: position of each pixel rendered in the viewport.

  • Depth: 3 different GBuffer textures in one that can be used to hide widgets behind 3D objects, fade them away, etc.

    • Red channel - Scene depth in Unreal units (cm);

    • Green channel - Custom depth in Unreal units (cm);

    • Blue channel - Custom stencil value (0 to 255);

Tip: a frame of a GBuffer texture can be kept as a Texture2D using the "Create Texture from Render Target" node from this plugin.

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