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Describes how to handle lighting of translucent objets
| Name | ETranslucencyLightingMode |
| Type | enum |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/EngineTypes.h |
| Include Path | #include "Engine/EngineTypes.h" |
Syntax
enum ETranslucencyLightingMode
{
TLM_VolumetricNonDirectional,
TLM_VolumetricDirectional,
TLM_VolumetricPerVertexNonDirectional,
TLM_VolumetricPerVertexDirectional,
TLM_Surface,
TLM_SurfacePerPixelLighting,
TLM_MAX,
}
Values
| Name | Remarks |
|---|---|
| TLM_VolumetricNonDirectional | Lighting will be calculated for a volume, without directionality. |
| TLM_VolumetricDirectional | Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. |
| TLM_VolumetricPerVertexNonDirectional | Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. |
| TLM_VolumetricPerVertexDirectional | Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. |
| TLM_Surface | Lighting will be calculated for a surface. |
| TLM_SurfacePerPixelLighting | Lighting will be calculated for a surface. |
| TLM_MAX |