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| Name | IDatasmithShaderElement |
| Type | class |
| Header File | /Engine/Source/Runtime/Datasmith/DatasmithCore/Public/IDatasmithSceneElements.h |
| Include Path | #include "IDatasmithSceneElements.h" |
Syntax
class IDatasmithShaderElement : public IDatasmithElement
Implements Interfaces
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~IDatasmithShaderElement() |
IDatasmithSceneElements.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| bDisableReflectionFresnel | bool | If it is set to true no fresnel effect is applied on reflection and just a constant effect is assigned to the reflection slot | IDatasmithSceneElements.h |
| bUseRealisticFresnel | bool | Realistic fresnel creates a pretty more complex node tree based on the actual fresnel equation. | IDatasmithSceneElements.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
EDatasmithBlendMode GetBlendMode() |
Get the blending mode. It only has effect on multilayered materials and all the layers but layer 0. | IDatasmithSceneElements.h | |
double GetBumpAmount() |
Get the bump/normal amount | IDatasmithSceneElements.h | |
const TSharedPtr< IDatasmithCompositeTexture > & GetBumpComp () |
Get the bumpmapping compound map | IDatasmithSceneElements.h | |
| Get the bumpmapping compound map | IDatasmithSceneElements.h | ||
const TCHAR * GetBumpTexture() |
Get the bumpmapping filename | IDatasmithSceneElements.h | |
FDatasmithTextureSampler GetBumpTextureSampler() |
Get the bumpmapping UV coordinates | IDatasmithSceneElements.h | |
FDatasmithTextureSampler GetDiffTextureSampler() |
Get the diffuse UV coordinates | IDatasmithSceneElements.h | |
FLinearColor GetDiffuseColor() |
Get the diffuse color in linear space | IDatasmithSceneElements.h | |
const TSharedPtr< IDatasmithCompositeTexture > & GetDiffuseComp () |
Get the diffuse compound map | IDatasmithSceneElements.h | |
| Get the diffuse compound map | IDatasmithSceneElements.h | ||
const TCHAR * GetDiffuseTexture() |
Get the diffuse filename | IDatasmithSceneElements.h | |
FLinearColor GetEmitColor() |
Get the emittance color in linear space | IDatasmithSceneElements.h | |
const TSharedPtr< IDatasmithCompositeTexture > & GetEmitComp () |
Get the emittance compound map | IDatasmithSceneElements.h | |
| Get the emittance compound map | IDatasmithSceneElements.h | ||
double GetEmitPower() |
Get the emittance power in lumens | IDatasmithSceneElements.h | |
double GetEmitTemperature() |
Get the emittance temperature color | IDatasmithSceneElements.h | |
const TCHAR * GetEmitTexture() |
Get the emittance filename | IDatasmithSceneElements.h | |
FDatasmithTextureSampler GetEmitTextureSampler() |
Get the emittance UV coordinates | IDatasmithSceneElements.h | |
double GetIOR() |
Get the Ior N value, usually Ior K is set to 0 so this will control the entire reflection fresnel effect | IDatasmithSceneElements.h | |
double GetIORk() |
Get the Ior K effect, this is used for more advanced representations of the reflection fresnel effect | IDatasmithSceneElements.h | |
double GetIORRefra() |
Get the InIndex of Refraction value | IDatasmithSceneElements.h | |
bool GetIsStackedLayer () |
Get the if this layer is weighted as a stack. | IDatasmithSceneElements.h | |
bool GetLightOnly () |
Gets material is used as lighting only. | IDatasmithSceneElements.h | |
const TSharedPtr< IDatasmithCompositeTexture > & GetMaskComp () |
Get the opacity mask compound map | IDatasmithSceneElements.h | |
| Get the opacity mask compound map | IDatasmithSceneElements.h | ||
const TCHAR * GetMaskTexture() |
Get the opacity mask filename | IDatasmithSceneElements.h | |
FDatasmithTextureSampler GetMaskTextureSampler() |
Get the opacity mask UV coordinates | IDatasmithSceneElements.h | |
double GetMetal() |
Get the metalness value | IDatasmithSceneElements.h | |
const TSharedPtr< IDatasmithCompositeTexture > & GetMetalComp () |
Get the metalness compound map | IDatasmithSceneElements.h | |
| Get the metalness compound map | IDatasmithSceneElements.h | ||
const TCHAR * GetMetalTexture() |
Get the metalness filename | IDatasmithSceneElements.h | |
FDatasmithTextureSampler GetMetalTextureSampler() |
Get the metalness UV coordinates | IDatasmithSceneElements.h | |
| Get the normalmapping compound map | IDatasmithSceneElements.h | ||
const TSharedPtr< IDatasmithCompositeTexture > & GetNormalComp () |
Get the normalmapping compound map | IDatasmithSceneElements.h | |
const TCHAR * GetNormalTexture() |
Get the normalmapping filename | IDatasmithSceneElements.h | |
FDatasmithTextureSampler GetNormalTextureSampler() |
Get the normalmapping UV coordinates | IDatasmithSceneElements.h | |
| Get the reflectance compound map | IDatasmithSceneElements.h | ||
const TSharedPtr< IDatasmithCompositeTexture > & GetRefleComp () |
Get the reflectance compound map | IDatasmithSceneElements.h | |
FLinearColor GetReflectanceColor() |
Get the reflectance color in linear space | IDatasmithSceneElements.h | |
const TCHAR * GetReflectanceTexture() |
Get the reflectance filename | IDatasmithSceneElements.h | |
FDatasmithTextureSampler GetRefleTextureSampler() |
Get the reflectance UV coordinates | IDatasmithSceneElements.h | |
double GetRoughness() |
Get the roughness color in linear space | IDatasmithSceneElements.h | |
const TSharedPtr< IDatasmithCompositeTexture > & GetRoughnessComp () |
Get the roughness compound map | IDatasmithSceneElements.h | |
| Get the roughness compound map | IDatasmithSceneElements.h | ||
const TCHAR * GetRoughnessTexture() |
Get the roughness filename | IDatasmithSceneElements.h | |
FDatasmithTextureSampler GetRoughTextureSampler() |
Get the roughness UV coordinates | IDatasmithSceneElements.h | |
const EDatasmithShaderUsage GetShaderUsage() |
Get the domain of this shader | IDatasmithSceneElements.h | |
| Get the transparency compound map | IDatasmithSceneElements.h | ||
const TSharedPtr< IDatasmithCompositeTexture > & GetTransComp () |
Get the transparency compound map | IDatasmithSceneElements.h | |
FLinearColor GetTransparencyColor() |
Get the transparency color in linear space | IDatasmithSceneElements.h | |
const TCHAR * GetTransparencyTexture() |
Get the transparency filename | IDatasmithSceneElements.h | |
FDatasmithTextureSampler GetTransTextureSampler() |
Get the transparency UV coordinates | IDatasmithSceneElements.h | |
bool GetTwoSided() |
Get the two sided material attribute | IDatasmithSceneElements.h | |
const bool GetUseEmissiveForDynamicAreaLighting() |
Set use Emissive for dynamic area lighting | IDatasmithSceneElements.h | |
| Get the weight color in linear space. | IDatasmithSceneElements.h | ||
const TSharedPtr< IDatasmithCompositeTexture > & GetWeightComp () |
Get the weight compound map Weight color, texture and value are only used for multilayered materials. | IDatasmithSceneElements.h | |
| Get the weight compound map Weight color, texture and value are only used for multilayered materials. | IDatasmithSceneElements.h | ||
const TCHAR * GetWeightTexture() |
Get the weight filename Weight color, texture and value are only used for multilayered materials. | IDatasmithSceneElements.h | |
FDatasmithTextureSampler GetWeightTextureSampler() |
Get the weight UV coordinates Weight color, texture and value are only used for multilayered materials. | IDatasmithSceneElements.h | |
double GetWeightValue() |
Get the weight power value Weight color, texture and value are only used for multilayered materials. | IDatasmithSceneElements.h | |
void SetBlendMode
(
EDatasmithBlendMode Value |
Set the blending mode. It only has effect on multilayered materials and all the layers but layer 0. | IDatasmithSceneElements.h | |
void SetBumpAmount
(
double Value |
Set the bump/normal amount | IDatasmithSceneElements.h | |
void SetBumpComp
(
const TSharedPtr< IDatasmithCompositeTexture >& Value |
Set the bumpmapping compound map | IDatasmithSceneElements.h | |
void SetBumpTexture
(
const TCHAR* Value |
Set the bumpmapping filename | IDatasmithSceneElements.h | |
void SetBumpTextureSampler
(
FDatasmithTextureSampler Value |
Set the bumpmapping UV coordinates | IDatasmithSceneElements.h | |
void SetDiffTextureSampler
(
FDatasmithTextureSampler Value |
Set the diffuse UV coordinates | IDatasmithSceneElements.h | |
void SetDiffuseColor
(
FLinearColor Value |
Set the diffuse color in linear space | IDatasmithSceneElements.h | |
void SetDiffuseComp
(
const TSharedPtr< IDatasmithCompositeTexture >& Value |
Set the diffuse compound map | IDatasmithSceneElements.h | |
void SetDiffuseTexture
(
const TCHAR* Value |
Set the diffuse filename | IDatasmithSceneElements.h | |
void SetEmitColor
(
FLinearColor Value |
Set the emittance color in linear space | IDatasmithSceneElements.h | |
void SetEmitComp
(
const TSharedPtr< IDatasmithCompositeTexture >& Value |
Set the emittance compound map | IDatasmithSceneElements.h | |
void SetEmitPower
(
double Value |
Set the emittance power in lumens | IDatasmithSceneElements.h | |
void SetEmitTemperature
(
double Value |
Set the emittance temperature color | IDatasmithSceneElements.h | |
void SetEmitTexture
(
const TCHAR* Value |
Set the emittance filename | IDatasmithSceneElements.h | |
void SetEmitTextureSampler
(
FDatasmithTextureSampler Value |
Set the emittance UV coordinates | IDatasmithSceneElements.h | |
void SetIOR
(
double Value |
Set the Ior N value, usually Ior K is set to 0 so this will control the entire reflection fresnel effect | IDatasmithSceneElements.h | |
void SetIORk
(
double Value |
Set the Ior K effect, this is used for more advanced representations of the reflection fresnel effect | IDatasmithSceneElements.h | |
void SetIORRefra
(
double Value |
Set the InIndex of Refraction value | IDatasmithSceneElements.h | |
void SetIsStackedLayer
(
bool Value |
Set the if this layer is weighted as a stack. | IDatasmithSceneElements.h | |
void SetLightOnly
(
bool Value |
Sets material is used as lighting only. | IDatasmithSceneElements.h | |
void SetMaskComp
(
const TSharedPtr< IDatasmithCompositeTexture >& Value |
Set the opacity mask compound map | IDatasmithSceneElements.h | |
void SetMaskTexture
(
const TCHAR* Value |
Set the opacity mask filename | IDatasmithSceneElements.h | |
void SetMaskTextureSampler
(
FDatasmithTextureSampler Value |
Set the opacity mask UV coordinates | IDatasmithSceneElements.h | |
void SetMetal
(
double Value |
Set the metalness value | IDatasmithSceneElements.h | |
void SetMetalComp
(
const TSharedPtr< IDatasmithCompositeTexture >& Value |
Set the metalness compound map | IDatasmithSceneElements.h | |
void SetMetalTexture
(
const TCHAR* Value |
Set the metalness filename | IDatasmithSceneElements.h | |
void SetMetalTextureSampler
(
FDatasmithTextureSampler Value |
Set the metalness UV coordinates | IDatasmithSceneElements.h | |
void SetNormalComp
(
const TSharedPtr< IDatasmithCompositeTexture >& Value |
Set the normalmapping compound map | IDatasmithSceneElements.h | |
void SetNormalTexture
(
const TCHAR* Value |
Set the normalmapping filename | IDatasmithSceneElements.h | |
void SetNormalTextureSampler
(
FDatasmithTextureSampler Value |
Set the normalmapping UV coordinates | IDatasmithSceneElements.h | |
void SetRefleComp
(
const TSharedPtr< IDatasmithCompositeTexture >& Value |
Set the reflectance compound map | IDatasmithSceneElements.h | |
void SetReflectanceColor
(
FLinearColor Value |
Set the reflectance color in linear space | IDatasmithSceneElements.h | |
void SetReflectanceTexture
(
const TCHAR* Value |
Set the reflectance filename | IDatasmithSceneElements.h | |
void SetRefleTextureSampler
(
FDatasmithTextureSampler Value |
Set the reflectance UV coordinates | IDatasmithSceneElements.h | |
void SetRoughness
(
double Value |
Set the roughness color in linear space | IDatasmithSceneElements.h | |
void SetRoughnessComp
(
const TSharedPtr< IDatasmithCompositeTexture >& Value |
Set the roughness compound map | IDatasmithSceneElements.h | |
void SetRoughnessTexture
(
const TCHAR* Value |
Set the roughness filename | IDatasmithSceneElements.h | |
void SetRoughTextureSampler
(
FDatasmithTextureSampler Value |
Set the roughness UV coordinates | IDatasmithSceneElements.h | |
void SetShaderUsage
(
EDatasmithShaderUsage InMaterialUsage |
Set the domain of this shader | IDatasmithSceneElements.h | |
void SetTransComp
(
const TSharedPtr< IDatasmithCompositeTexture >& Value |
Set the transparency compound map | IDatasmithSceneElements.h | |
void SetTransparencyColor
(
FLinearColor Value |
Set the transparency color in linear space | IDatasmithSceneElements.h | |
void SetTransparencyTexture
(
const TCHAR* Value |
Set the transparency filename | IDatasmithSceneElements.h | |
void SetTransTextureSampler
(
FDatasmithTextureSampler Value |
Set the transparency UV coordinates | IDatasmithSceneElements.h | |
void SetTwoSided
(
bool Value |
Set the two sided material attribute | IDatasmithSceneElements.h | |
void SetUseEmissiveForDynamicAreaLighting
(
bool InUseEmissiveForDynamicAreaLighting |
Get use Emissive for dynamic area lighting | IDatasmithSceneElements.h | |
void SetWeightColor
(
FLinearColor Value |
Set the weight color in linear space. | IDatasmithSceneElements.h | |
void SetWeightComp
(
const TSharedPtr< IDatasmithCompositeTexture >& Value |
Set the weight compound map Weight color, texture and value are only used for multilayered materials. | IDatasmithSceneElements.h | |
void SetWeightTexture
(
const TCHAR* Value |
Set the weight filename Weight color, texture and value are only used for multilayered materials. | IDatasmithSceneElements.h | |
void SetWeightTextureSampler
(
FDatasmithTextureSampler Value |
Set the weight UV coordinates Weight color, texture and value are only used for multilayered materials. | IDatasmithSceneElements.h | |
void SetWeightValue
(
double Value |
Set the weight power value Weight color, texture and value are only used for multilayered materials. | IDatasmithSceneElements.h |