Yet another person to run across this issue…
I’d really love simple access to the legacy tonemapper too, it’d be helpful for indie and retro looks
Yet another person to run across this issue…
I’d really love simple access to the legacy tonemapper too, it’d be helpful for indie and retro looks
Almost half a year since the thread was opened and no answer
BUMP!
Anyone got an answer, solution or acceptable workaround to this topic yet?
Bump!
Downgrading back to 5.3…
So i found the change that is causing this problem!
from what i understand from it we should use BL_SceneColorAfterDOF and make use of the DOF ourselfs somehow. the DOF should be accessible from the PostProccesInput1.
Im not certain this will fix all the issues ive seen on this post, but maybe someone with more experience with materials can figure it out now!
Interesting find, although this implies that it was simply a name change for the various settings. But we know from testing that none of the new settings are able to produce the old look, so I’m not sure what fundamentally changed.
I’m not an Unreal dev, but I recently recorded a video explaining blendable locations in Unreal Engine 5.4. Maybe you’ll find it helpful: https://www.youtube.com/watch?v=3HXZddRsFsY
So I guess we will have to break the shader into pieces and use different entry points for different portions of it. For example one part responsible for the outlines and another one for colors and shadows.
Try “before DOF” if you have a squashing into a corner effect