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Like EPassInputId but can expose more e.g. GBuffer
| Name | ESceneTextureId |
| Type | enum |
| Header File | /Engine/Source/Runtime/Engine/Public/MaterialSceneTextureId.h |
| Include Path | #include "MaterialSceneTextureId.h" |
Syntax
enum ESceneTextureId
{
PPI_SceneColor,
PPI_SceneDepth,
PPI_DiffuseColor,
PPI_SpecularColor,
PPI_SubsurfaceColor,
PPI_BaseColor,
PPI_Specular,
PPI_Metallic,
PPI_WorldNormal,
PPI_SeparateTranslucency,
PPI_Opacity,
PPI_Roughness,
PPI_MaterialAO,
PPI_CustomDepth,
PPI_PostProcessInput0,
PPI_PostProcessInput1,
PPI_PostProcessInput2,
PPI_PostProcessInput3,
PPI_PostProcessInput4,
PPI_PostProcessInput5,
PPI_PostProcessInput6,
PPI_DecalMask,
PPI_ShadingModelColor,
PPI_ShadingModelID,
PPI_AmbientOcclusion,
PPI_CustomStencil,
PPI_StoredBaseColor,
PPI_StoredSpecular,
PPI_Velocity,
PPI_WorldTangent,
PPI_Anisotropy,
PPI_IsFirstPerson,
PPI_UserSceneTexture0 = 32,
PPI_UserSceneTexture1,
PPI_UserSceneTexture2,
PPI_UserSceneTexture3,
PPI_UserSceneTexture4,
PPI_UserSceneTexture5,
PPI_UserSceneTexture6,
}
Values
| Name | Remarks |
|---|---|
| PPI_SceneColor | Scene color, normal post process passes should use PostProcessInput0 |
| PPI_SceneDepth | Scene depth, single channel, contains the linear depth of the opaque objects |
| PPI_DiffuseColor | Material diffuse, RGB color (computed from GBuffer) |
| PPI_SpecularColor | Material specular, RGB color (computed from GBuffer) |
| PPI_SubsurfaceColor | Material subsurface, RGB color (GBuffer, only for some ShadingModels) |
| PPI_BaseColor | Material base, RGB color (GBuffer), can be modified on read by the ShadingModel, consider StoredBasedColor |
| PPI_Specular | Material specular, single channel (GBuffer), can be modified on read by the ShadingModel, consider StoredSpecular |
| PPI_Metallic | Material metallic, single channel (GBuffer) |
| PPI_WorldNormal | Normal, RGB in -1..1 range, not normalized (GBuffer) |
| PPI_SeparateTranslucency | Not yet supported |
| PPI_Opacity | Material opacity, single channel (GBuffer) |
| PPI_Roughness | Material roughness, single channel (GBuffer) |
| PPI_MaterialAO | Material ambient occlusion, single channel (GBuffer) |
| PPI_CustomDepth | Scene depth, single channel, contains the linear depth of the opaque objects rendered with CustomDepth (mesh property) |
| PPI_PostProcessInput0 | Input #0 of this postprocess pass, usually the only one hooked up |
| PPI_PostProcessInput1 | Input #1 of this postprocess pass, usually not used |
| PPI_PostProcessInput2 | Input #2 of this postprocess pass, usually not used |
| PPI_PostProcessInput3 | Input #3 of this postprocess pass, usually not used |
| PPI_PostProcessInput4 | Input #4 of this postprocess pass, usually not used |
| PPI_PostProcessInput5 | Input #5 of this postprocess pass, usually not used |
| PPI_PostProcessInput6 | Input #6 of this postprocess pass, usually not used |
| PPI_DecalMask | Decal Mask, single bit (was moved to stencil for better performance, not accessible at the moment) |
| PPI_ShadingModelColor | Shading model |
| PPI_ShadingModelID | Shading model ID |
| PPI_AmbientOcclusion | Ambient Occlusion, single channel |
| PPI_CustomStencil | Scene stencil, contains CustomStencil mesh property of the opaque objects rendered with CustomDepth |
| PPI_StoredBaseColor | Material base, RGB color (GBuffer) |
| PPI_StoredSpecular | Material specular, single channel (GBuffer) |
| PPI_Velocity | Scene Velocity |
| PPI_WorldTangent | Tangent, RGB in -1..1 range, not normalized (GBuffer) |
| PPI_Anisotropy | Material anisotropy, single channel (GBuffer) |
| PPI_IsFirstPerson | Whether the pixel is marked as belonging to an opaque first person primitive, single channel (GBuffer) |
| PPI_UserSceneTexture0 | Used internally for user scene texture inputs. |
| PPI_UserSceneTexture1 | |
| PPI_UserSceneTexture2 | |
| PPI_UserSceneTexture3 | |
| PPI_UserSceneTexture4 | |
| PPI_UserSceneTexture5 | |
| PPI_UserSceneTexture6 |