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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/FMaterial
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
TShaderRef< ShaderType > GetShader
(
FVertexFactoryType* VertexFactoryType, |
Finds the shader matching the template type and the passed in vertex factory, asserts if not found. | MaterialShared.h | |
TShaderRef< ShaderType > GetShader
(
FVertexFactoryType* VertexFactoryType, |
MaterialShared.h | ||
TShaderRef< FShader > GetShader
(
FMeshMaterialShaderType* ShaderType, |
Finds the shader matching the template type and the passed in vertex factory, asserts if not found. | MaterialShared.h |
GetShader(FVertexFactoryType *, const typename ShaderType::FPermutationDomain &, bool)
Description
Finds the shader matching the template type and the passed in vertex factory, asserts if not found. Note - Only implemented for FMeshMaterialShaderTypes
| Name | GetShader |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/MaterialShared.h |
| Include Path | #include "MaterialShared.h" |
template<typename ShaderType>
TShaderRef< ShaderType > GetShader
(
FVertexFactoryType * VertexFactoryType,
const typename ShaderType::FPermutationDomain & PermutationVector,
bool bFatalIfMissing
) const
GetShader(FVertexFactoryType *, int32, bool)
| Name | GetShader |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/MaterialShared.h |
| Include Path | #include "MaterialShared.h" |
template<typename ShaderType>
TShaderRef< ShaderType > GetShader
(
FVertexFactoryType * VertexFactoryType,
int32 PermutationId,
bool bFatalIfMissing
) const
GetShader(class FMeshMaterialShaderType , FVertexFactoryType , int32, bool)
Description
Finds the shader matching the template type and the passed in vertex factory, asserts if not found.
| Name | GetShader |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/MaterialShared.h |
| Include Path | #include "MaterialShared.h" |
| Source | /Engine/Source/Runtime/Engine/Private/Materials/MaterialShared.cpp |
TShaderRef< FShader > GetShader
(
class FMeshMaterialShaderType * ShaderType,
FVertexFactoryType * VertexFactoryType,
int32 PermutationId,
bool bFatalIfMissing
) const