Navigation
API > API/Runtime > API/Runtime/Engine
Usage options for a shader map. The purpose of EMaterialShaderMapUsage is to allow creating a unique yet deterministic (no appCreateGuid) Id, For a shader map corresponding to any UMaterial or UMaterialInstance, for different use cases. As an example, when exporting a material to Lightmass we want to compile a shader map with FLightmassMaterialProxy, And generate a FMaterialShaderMapId for it that allows reuse later, so it must be deterministic.
| Name | EMaterialShaderMapUsage::Type |
| Type | enum |
| Header File | /Engine/Source/Runtime/Engine/Public/MaterialShared.h |
| Include Path | #include "MaterialShared.h" |
Syntax
namespace EMaterialShaderMapUsage
{
enum Type
{
Default,
LightmassExportEmissive,
LightmassExportDiffuse,
LightmassExportOpacity,
LightmassExportNormal,
MaterialExportBaseColor,
MaterialExportSpecular,
MaterialExportNormal,
MaterialExportTangent,
MaterialExportMetallic,
MaterialExportRoughness,
MaterialExportAnisotropy,
MaterialExportAO,
MaterialExportEmissive,
MaterialExportOpacity,
MaterialExportOpacityMask,
MaterialExportSubSurfaceColor,
MaterialExportClearCoat,
MaterialExportClearCoatRoughness,
MaterialExportCustomOutput,
MaterialExportShadingModel,
MaterialExportRefraction,
}
}
Values
| Name | Remarks |
|---|---|
| Default | |
| LightmassExportEmissive | |
| LightmassExportDiffuse | |
| LightmassExportOpacity | |
| LightmassExportNormal | |
| MaterialExportBaseColor | |
| MaterialExportSpecular | |
| MaterialExportNormal | |
| MaterialExportTangent | |
| MaterialExportMetallic | |
| MaterialExportRoughness | |
| MaterialExportAnisotropy | |
| MaterialExportAO | |
| MaterialExportEmissive | |
| MaterialExportOpacity | |
| MaterialExportOpacityMask | |
| MaterialExportSubSurfaceColor | |
| MaterialExportClearCoat | |
| MaterialExportClearCoatRoughness | |
| MaterialExportCustomOutput | |
| MaterialExportShadingModel | |
| MaterialExportRefraction |