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The interface used to translate material expressions into executable code. Note: Most member functions should be pure virtual to force a FProxyMaterialCompiler override!
| Name | FMaterialCompiler |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/MaterialCompiler.h |
| Include Path | #include "MaterialCompiler.h" |
Syntax
class FMaterialCompiler
Derived Classes
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FMaterialCompiler() |
MaterialCompiler.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bIsValidating | bool | MaterialCompiler.h | ||
| SubstrateMaterialExport | ESubstrateMaterialExport | MaterialCompiler.h | ||
| SubstrateMaterialExportContext | ESubstrateMaterialExportContext | MaterialCompiler.h | ||
| SubstrateMaterialExportLegacyBlendMode | uint8 | MaterialCompiler.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
int32 Abs
(
int32 X |
MaterialCompiler.h | ||
int32 AccessCollectionParameter
(
UMaterialParameterCollection* ParameterCollection, |
MaterialCompiler.h | ||
int32 ActorWorldPosition
(
EPositionOrigin OriginType |
MaterialCompiler.h | ||
int32 Add
(
int32 A, |
MaterialCompiler.h | ||
int32 AntialiasedTextureMask
(
int32 Tex, |
MaterialCompiler.h | ||
void AppendExpressionError
(
UMaterialExpression* Expression, |
MaterialCompiler.h | ||
int32 AppendVector
(
int32 A, |
MaterialCompiler.h | ||
int32 Arccosine
(
int32 X |
MaterialCompiler.h | ||
int32 ArccosineFast
(
int32 X |
MaterialCompiler.h | ||
int32 Arcsine
(
int32 X |
MaterialCompiler.h | ||
int32 ArcsineFast
(
int32 X |
MaterialCompiler.h | ||
int32 Arctangent
(
int32 X |
MaterialCompiler.h | ||
int32 Arctangent2
(
int32 Y, |
MaterialCompiler.h | ||
int32 Arctangent2Fast
(
int32 Y, |
MaterialCompiler.h | ||
int32 ArctangentFast
(
int32 X |
MaterialCompiler.h | ||
int32 AtmosphericFogColor
(
int32 WorldPosition, |
MaterialCompiler.h | ||
int32 AtmosphericLightColor() |
MaterialCompiler.h | ||
int32 AtmosphericLightVector() |
MaterialCompiler.h | ||
int32 BeginScope() |
Exec. | MaterialCompiler.h | |
int32 BeginScope_Else() |
MaterialCompiler.h | ||
int32 BeginScope_For
(
const UMaterialExpression* Expression, |
MaterialCompiler.h | ||
int32 BeginScope_If
(
int32 Condition |
MaterialCompiler.h | ||
int32 BlackBody
(
int32 Temp |
MaterialCompiler.h | ||
int32 CallExpression
(
FMaterialExpressionKey ExpressionKey, |
MaterialCompiler.h | ||
int32 CallExpressionExec
(
UMaterialExpression* Expression |
MaterialCompiler.h | ||
int32 CameraVector() |
MaterialCompiler.h | ||
int32 CastShadingModelToFloat
(
int32 Code |
Cast shading model integer to float value | MaterialCompiler.h | |
int32 Ceil
(
int32 X |
MaterialCompiler.h | ||
int32 Clamp
(
int32 X, |
MaterialCompiler.h | ||
int32 CollectionTransform
(
int32 InputIndex, |
MaterialCompiler.h | ||
int32 ComponentMask
(
int32 Vector, |
MaterialCompiler.h | ||
int32 Constant
(
float X |
MaterialCompiler.h | ||
int32 Constant2
(
float X, |
MaterialCompiler.h | ||
int32 Constant3
(
float X, |
MaterialCompiler.h | ||
int32 Constant4
(
float X, |
MaterialCompiler.h | ||
int32 Cosine
(
int32 X |
MaterialCompiler.h | ||
int32 Cross
(
int32 A, |
MaterialCompiler.h | ||
int32 CustomExpression
(
UMaterialExpressionCustom* Custom, |
MaterialCompiler.h | ||
int32 CustomOutput
(
UMaterialExpressionCustomOutput* Custom, |
MaterialCompiler.h | ||
int32 CustomPrimitiveData
(
int32 OutputIndex, |
MaterialCompiler.h | ||
int32 DBufferTextureLookup
(
int32 ViewportUV, |
MaterialCompiler.h | ||
int32 DDX
(
int32 X |
MaterialCompiler.h | ||
int32 DDY
(
int32 X |
MaterialCompiler.h | ||
int32 DecalColor() |
MaterialCompiler.h | ||
int32 DecalLifetimeOpacity() |
MaterialCompiler.h | ||
int32 DefaultMaterialAttributes() |
Material attributes. | MaterialCompiler.h | |
int32 DefaultMaterialCacheAttribute
(
const FMaterialCacheTagLayout& Layout |
MaterialCompiler.h | ||
int32 DeltaTime() |
MaterialCompiler.h | ||
int32 DepthOfFieldFunction
(
int32 Depth, |
MaterialCompiler.h | ||
int32 DistanceCullFade() |
MaterialCompiler.h | ||
int32 DistanceFieldApproxAO
(
int32 PositionArg, |
MaterialCompiler.h | ||
int32 DistanceFieldGradient
(
int32 PositionArg, |
MaterialCompiler.h | ||
int32 DistanceToNearestSurface
(
int32 PositionArg, |
MaterialCompiler.h | ||
int32 Div
(
int32 A, |
MaterialCompiler.h | ||
int32 Dot
(
int32 A, |
MaterialCompiler.h | ||
int32 DynamicBoolParameter
(
FName ParameterName, |
MaterialCompiler.h | ||
int32 DynamicBranch
(
int32 Condition, |
MaterialCompiler.h | ||
int32 DynamicParameter
(
FLinearColor& DefaultValue, |
MaterialCompiler.h | ||
void EnableValidationMode
(
bool bEnable |
Validation mode to allow different handling of material expressions during translation. | MaterialCompiler.h | |
int32 EndScope() |
MaterialCompiler.h | ||
int32 Error
(
const TCHAR* Text |
MaterialCompiler.h | ||
int32 Errorf
(
const TCHAR* Format, |
MaterialCompiler.h | ||
int32 Exponential
(
int32 X |
MaterialCompiler.h | ||
int32 Exponential2
(
int32 X |
MaterialCompiler.h | ||
int32 ExternalCode
(
const FMaterialExternalCodeDeclaration& InExternalCode |
Adds code to the material that is defined by an external function definition. | MaterialCompiler.h | |
int32 ExternalTexture
(
UTexture* InTexture, |
MaterialCompiler.h | ||
int32 ExternalTexture
(
UTexture* DefaultTexture |
MaterialCompiler.h | ||
int32 ExternalTexture
(
const FGuid& ExternalTextureGuid |
MaterialCompiler.h | ||
int32 ExternalTextureCoordinateOffset
(
int32 TextureReferenceIndex, |
MaterialCompiler.h | ||
int32 ExternalTextureCoordinateOffset
(
const FGuid& ExternalTextureGuid |
MaterialCompiler.h | ||
int32 ExternalTextureCoordinateScaleRotation
(
int32 TextureReferenceIndex, |
MaterialCompiler.h | ||
int32 ExternalTextureCoordinateScaleRotation
(
const FGuid& ExternalTextureGuid |
MaterialCompiler.h | ||
int32 ExternalTextureParameter
(
FName ParameterName, |
MaterialCompiler.h | ||
int32 ExternalTextureParameter
(
FName ParameterName, |
MaterialCompiler.h | ||
int32 EyeAdaptation() |
MaterialCompiler.h | ||
int32 EyeAdaptationInverse
(
int32 LightValueArg, |
MaterialCompiler.h | ||
virtual void FeedbackMaterialLayersInstancedGraphFromCompilation
(
const FMaterialLayersFunctions* InLayers |
Feedback the instanced material layers data after the UMaterialExpressionMaterialAttributeLayers is assembled. | MaterialCompiler.h | |
int32 FindOrAddUserSceneTexture
(
FName UserSceneTextureName |
MaterialCompiler.h | ||
int32 Floor
(
int32 X |
MaterialCompiler.h | ||
int32 Fmod
(
int32 A, |
MaterialCompiler.h | ||
int32 FontSignedDistanceData() |
MaterialCompiler.h | ||
int32 ForceCast
(
int32 Code, |
MaterialCompiler.h | ||
int32 ForLoopIndex
(
const UMaterialExpression* Expression |
MaterialCompiler.h | ||
int32 Frac
(
int32 X |
MaterialCompiler.h | ||
int32 GameTime
(
bool bPeriodic, |
MaterialCompiler.h | ||
int32 GenericConstant
(
const UE::Shader::FValue& Value |
MaterialCompiler.h | ||
int32 GetCloudEmptySpaceSkippingSphereCenterWorldPosition() |
MaterialCompiler.h | ||
int32 GetCloudEmptySpaceSkippingSphereRadius() |
MaterialCompiler.h | ||
int32 GetCloudSampleAltitude() |
MaterialCompiler.h | ||
int32 GetCloudSampleAltitudeInLayer() |
MaterialCompiler.h | ||
int32 GetCloudSampleNormAltitudeInLayer() |
MaterialCompiler.h | ||
int32 GetCloudSampleShadowSampleDistance() |
MaterialCompiler.h | ||
| Get the shading models that were encountered when compiling a material's Shading Model attribute graph. | MaterialCompiler.h | ||
virtual EMaterialCompilerType GetCompilerType() |
MaterialCompiler.h | ||
int32 GetCurrentFunctionStackDepth() |
MaterialCompiler.h | ||
EShaderFrequency GetCurrentShaderFrequency() |
Gets value stored by SetMaterialProperty() | MaterialCompiler.h | |
ERHIFeatureLevel::Type GetFeatureLevel() |
MaterialCompiler.h | ||
int32 GetHairAO() |
MaterialCompiler.h | ||
int32 GetHairAtlasUVs() |
MaterialCompiler.h | ||
int32 GetHairAuxilaryData() |
MaterialCompiler.h | ||
int32 GetHairBaseColor() |
MaterialCompiler.h | ||
int32 GetHairClumpID() |
MaterialCompiler.h | ||
int32 GetHairColorFromMelanin
(
int32 Melanin, |
MaterialCompiler.h | ||
int32 GetHairCoverage() |
MaterialCompiler.h | ||
int32 GetHairDepth() |
MaterialCompiler.h | ||
int32 GetHairDimensions() |
MaterialCompiler.h | ||
int32 GetHairGroupIndex() |
MaterialCompiler.h | ||
int32 GetHairRootUV() |
MaterialCompiler.h | ||
int32 GetHairRoughness() |
MaterialCompiler.h | ||
int32 GetHairSeed() |
MaterialCompiler.h | ||
int32 GetHairTangent
(
bool bUseTangentSpace |
MaterialCompiler.h | ||
int32 GetHairUV() |
MaterialCompiler.h | ||
int32 GetLocal
(
const FName& LocalName |
MaterialCompiler.h | ||
const FGuid GetMaterialAttribute() |
Gets the current top of the MaterialAttributes property stack. | MaterialCompiler.h | |
int32 GetMaterialCacheAttribute
(
const FMaterialCacheTagLayout& Layout, |
MaterialCompiler.h | ||
const FMaterialLayersFunctions * GetMaterialLayers() |
MaterialCompiler.h | ||
FMaterialShadingModelField GetMaterialShadingModels() |
MaterialCompiler.h | ||
EMaterialValueType GetParameterType
(
int32 Index |
MaterialCompiler.h | ||
FMaterialUniformExpression * GetParameterUniformExpression
(
int32 Index |
MaterialCompiler.h | ||
int32 GetPixelPosition() |
MaterialCompiler.h | ||
EMaterialQualityLevel::Type GetQualityLevel() |
MaterialCompiler.h | ||
virtual UObject * GetReferencedTexture
(
int32 Index |
MaterialCompiler.h | ||
virtual UTextureCollection * GetReferencedTextureCollection
(
int32 Index |
MaterialCompiler.h | ||
int32 GetSceneTextureViewSize
(
int32 SceneTextureId, |
MaterialCompiler.h | ||
EShaderPlatform GetShaderPlatform() |
MaterialCompiler.h | ||
bool GetStaticBoolValue
(
int32 BoolIndex, |
MaterialCompiler.h | ||
ESubstrateMaterialExportContext GetSubstrateMaterialExportContext() |
MaterialCompiler.h | ||
uint8 GetSubstrateMaterialExportLegacyBlendMode() |
MaterialCompiler.h | ||
ESubstrateMaterialExport GetSubstrateMaterialExportType() |
MaterialCompiler.h | ||
FString GetSubstrateSharedLocalBasisIndexMacro
(
const FSubstrateRegisteredSharedLocalBasis& SharedLocalBasis |
MaterialCompiler.h | ||
| This can be used to know if the Substrate tree we are trying to build is too deep and we should stop the compilation. | MaterialCompiler.h | ||
const ITargetPlatform * GetTargetPlatform() |
MaterialCompiler.h | ||
| MaterialCompiler.h | |||
bool GetTextureForExpression
(
int32 Index, |
MaterialCompiler.h | ||
UMaterialExpressionCustomOutput * GetTopCustomOutput() |
MaterialCompiler.h | ||
EMaterialValueType GetType
(
int32 Code |
MaterialCompiler.h | ||
int32 GetViewportUV() |
MaterialCompiler.h | ||
int32 GetVolumeSampleConservativeDensity() |
MaterialCompiler.h | ||
int32 GIReplace
(
int32 Direct, |
MaterialCompiler.h | ||
int32 HsvToRgb
(
int32 X |
MaterialCompiler.h | ||
int32 If
(
int32 A, |
MaterialCompiler.h | ||
int32 InstanceLocalBounds
(
int32 OutputIndex |
MaterialCompiler.h | ||
int32 InvLerp
(
int32 X, |
MaterialCompiler.h | ||
virtual bool IsCurrentlyCompilingForPreviousFrame() |
The compiler can run in a different state and this affects caching of sub expression, Expressions are different (e.g. ResolvedView.PrevWorldViewOrigin) when using previous frame's values If possible we should re-factor this to avoid having to deal with compiler state | MaterialCompiler.h | |
virtual bool IsDevelopmentFeatureEnabled
(
const FName& FeatureName |
MaterialCompiler.h | ||
int32 IsFirstPerson() |
MaterialCompiler.h | ||
bool IsInRuntimeVirtualTextureOutput() |
MaterialCompiler.h | ||
bool IsLightmassCompiler() |
MaterialCompiler.h | ||
bool IsMaterialPropertyUsed
(
EMaterialProperty Property, |
MaterialCompiler.h | ||
bool IsMaterialProxyCompiler() |
MaterialCompiler.h | ||
int32 IsOrthographic() |
MaterialCompiler.h | ||
bool IsTangentSpaceNormal() |
MaterialCompiler.h | ||
bool IsValidating() |
MaterialCompiler.h | ||
bool IsVertexInterpolatorBypass() |
MaterialCompiler.h | ||
int32 Length
(
int32 X |
MaterialCompiler.h | ||
int32 Lerp
(
int32 X, |
MaterialCompiler.h | ||
int32 LightmapUVs() |
MaterialCompiler.h | ||
int32 LightmassReplace
(
int32 Realtime, |
MaterialCompiler.h | ||
int32 LightVector() |
MaterialCompiler.h | ||
int32 LocalPosition
(
EPositionIncludedOffsets IncludedOffsets, |
MaterialCompiler.h | ||
int32 Logarithm
(
int32 X |
MaterialCompiler.h | ||
int32 Logarithm10
(
int32 X |
MaterialCompiler.h | ||
int32 Logarithm2
(
int32 X |
MaterialCompiler.h | ||
int32 MapARPassthroughCameraUV
(
int32 UV |
MaterialCompiler.h | ||
int32 MaterialBakingWorldPosition() |
MaterialCompiler.h | ||
int32 MaterialCache
(
int32 Default, |
MaterialCompiler.h | ||
int32 MaterialCacheOutput
(
UMaterialExpressionCustomOutput* CustomOutput, |
MaterialCompiler.h | ||
int32 MaterialCacheTextureDescriptor
(
const FMaterialCacheTagLayout& Layout, |
MaterialCompiler.h | ||
int32 Max
(
int32 A, |
MaterialCompiler.h | ||
int32 MeshPaintTextureCoordinateIndex() |
MaterialCompiler.h | ||
int32 MeshPaintTextureDescriptor() |
MaterialCompiler.h | ||
int32 MeshPaintTextureReplace
(
int32 Invalid, |
MaterialCompiler.h | ||
int32 Min
(
int32 A, |
MaterialCompiler.h | ||
int32 Modulo
(
int32 A, |
MaterialCompiler.h | ||
int32 Mul
(
int32 A, |
MaterialCompiler.h | ||
int32 NaniteReplace
(
int32 Default, |
MaterialCompiler.h | ||
int32 NeuralOutput
(
int32 ViewportUV, |
Neural network nodes. | MaterialCompiler.h | |
int32 Noise
(
int32 Position, |
MaterialCompiler.h | ||
int32 Normalize
(
int32 X |
MaterialCompiler.h | ||
int32 NumericParameter
(
EMaterialParameterType ParameterType, |
MaterialCompiler.h | ||
int32 ObjectBounds() |
MaterialCompiler.h | ||
int32 ObjectLocalBounds
(
int32 OutputIndex |
MaterialCompiler.h | ||
int32 ObjectOrientation() |
MaterialCompiler.h | ||
int32 ObjectRadius() |
MaterialCompiler.h | ||
int32 ObjectWorldPosition
(
EPositionOrigin OriginType |
MaterialCompiler.h | ||
int32 ParticleColor() |
MaterialCompiler.h | ||
int32 ParticleDirection() |
MaterialCompiler.h | ||
int32 ParticleMacroUV() |
MaterialCompiler.h | ||
int32 ParticleMotionBlurFade() |
MaterialCompiler.h | ||
int32 ParticlePosition
(
EPositionOrigin OriginType |
MaterialCompiler.h | ||
int32 ParticleRadius() |
MaterialCompiler.h | ||
int32 ParticleRandom() |
MaterialCompiler.h | ||
int32 ParticleRelativeTime() |
MaterialCompiler.h | ||
int32 ParticleSize() |
MaterialCompiler.h | ||
int32 ParticleSpeed() |
MaterialCompiler.h | ||
int32 ParticleSpriteRotation() |
MaterialCompiler.h | ||
int32 ParticleSubUV
(
int32 TextureIndex, |
MaterialCompiler.h | ||
int32 ParticleSubUVProperty
(
int32 PropertyIndex |
MaterialCompiler.h | ||
int32 PathTracingBufferTextureLookup
(
int32 ViewportUV, |
MaterialCompiler.h | ||
int32 PathTracingQualitySwitchReplace
(
int32 Normal, |
MaterialCompiler.h | ||
int32 PathTracingRayTypeSwitch
(
int32 Main, |
MaterialCompiler.h | ||
int32 PerInstanceCustomData
(
int32 DataIndex, |
MaterialCompiler.h | ||
int32 PerInstanceCustomData3Vector
(
int32 DataIndex, |
MaterialCompiler.h | ||
int32 PerInstanceFadeAmount() |
MaterialCompiler.h | ||
int32 PerInstanceRandom() |
MaterialCompiler.h | ||
virtual int32 PeriodicHint
(
int32 PeriodicCode |
MaterialCompiler.h | ||
int32 PixelDepth() |
MaterialCompiler.h | ||
int32 PixelNormalWS() |
MaterialCompiler.h | ||
FMaterialFunctionCompileState * PopFunction() |
Pops a function from the compiler's function stack, which indicates that compilation is leaving a function. | MaterialCompiler.h | |
| Pops a MaterialAttributes property off the stack. | MaterialCompiler.h | ||
| Pops a parameter owner off the stack. | MaterialCompiler.h | ||
int32 PopRuntimeVirtualTextureOutput
(
uint8 AttributeMask |
MaterialCompiler.h | ||
int32 PostVolumeUserFlagTestFunction
(
int32 Input |
MaterialCompiler.h | ||
int32 Power
(
int32 Base, |
MaterialCompiler.h | ||
int32 PrecomputedAOMask() |
MaterialCompiler.h | ||
int32 PreSkinnedLocalBounds
(
int32 OutputIndex |
MaterialCompiler.h | ||
int32 PreSkinnedNormal() |
MaterialCompiler.h | ||
int32 PreSkinnedPosition() |
MaterialCompiler.h | ||
void PushFunction
(
FMaterialFunctionCompileState* FunctionState |
Pushes a function onto the compiler's function stack, which indicates that compilation is entering a function. | MaterialCompiler.h | |
void PushMaterialAttribute
(
const FGuid& InAttributeID |
Pushes a material attributes property onto the stack. | MaterialCompiler.h | |
void PushParameterOwner
(
const FMaterialParameterInfo& InOwnerInfo |
Pushes a parameter owner onto the stack. | MaterialCompiler.h | |
int32 PushRuntimeVirtualTextureOutput() |
MaterialCompiler.h | ||
int32 RayTracingQualitySwitchReplace
(
int32 Normal, |
MaterialCompiler.h | ||
int32 RealTime
(
bool bPeriodic, |
MaterialCompiler.h | ||
int32 ReflectionAboutCustomWorldNormal
(
int32 CustomWorldNormal, |
MaterialCompiler.h | ||
int32 ReflectionCapturePassSwitch
(
int32 Default, |
MaterialCompiler.h | ||
int32 ReflectionVector() |
MaterialCompiler.h | ||
int32 ReturnMaterialAttributes
(
int32 MaterialAttributes |
MaterialCompiler.h | ||
int32 RgbToHsv
(
int32 X |
MaterialCompiler.h | ||
int32 RotateAboutAxis
(
int32 NormalizedRotationAxisAndAngleIndex, |
MaterialCompiler.h | ||
int32 RotateScaleOffsetTexCoords
(
int32 TexCoordCodeIndex, |
MaterialCompiler.h | ||
int32 Round
(
int32 X |
MaterialCompiler.h | ||
int32 SampleMaterialCache
(
const FMaterialCacheTagLayout& Layout, |
MaterialCompiler.h | ||
int32 SamplePhysicsField
(
int32 PositionArg, |
MaterialCompiler.h | ||
int32 Saturate
(
int32 X |
MaterialCompiler.h | ||
int32 ScalarBlueNoise() |
MaterialCompiler.h | ||
int32 ScalarParameter
(
FName ParameterName, |
MaterialCompiler.h | ||
int32 SceneColor
(
int32 Offset, |
MaterialCompiler.h | ||
int32 SceneDepth
(
int32 Offset, |
MaterialCompiler.h | ||
int32 SceneDepthWithoutWater
(
int32 Offset, |
Water. | MaterialCompiler.h | |
int32 SceneTextureLookup
(
int32 ViewportUV, |
MaterialCompiler.h | ||
void SetBaseMaterialAttribute
(
const FGuid& InAttributeID |
Sets the bottom MaterialAttributes property of the stack. | MaterialCompiler.h | |
int32 SetLocal
(
const FName& LocalName, |
MaterialCompiler.h | ||
int32 SetMaterialAttribute
(
int32 MaterialAttributes, |
MaterialCompiler.h | ||
int32 SetMaterialCacheAttribute
(
const FMaterialCacheTagLayout& Layout, |
MaterialCompiler.h | ||
void SetMaterialProperty
(
EMaterialProperty InProperty, |
Sets internal state CurrentShaderFrequency | MaterialCompiler.h | |
void SetPotentiallyManipulateTexCoords() |
MaterialCompiler.h | ||
void SetSubstrateMaterialExportType
(
ESubstrateMaterialExport InSubstrateMaterialExport, |
MaterialCompiler.h | ||
int32 ShadingModel
(
EMaterialShadingModel InSelectedShadingModel |
MaterialCompiler.h | ||
int32 ShadowReplace
(
int32 Default, |
MaterialCompiler.h | ||
bool ShouldStopTranslating() |
Whether material translation should abort | MaterialCompiler.h | |
int32 Sign
(
int32 X |
MaterialCompiler.h | ||
int32 Sine
(
int32 X |
MaterialCompiler.h | ||
int32 SkyAtmosphereAerialPerspective
(
int32 WorldPosition, |
MaterialCompiler.h | ||
int32 SkyAtmosphereDistantLightScatteredLuminance() |
MaterialCompiler.h | ||
int32 SkyAtmosphereLightDirection
(
int32 LightIndex |
MaterialCompiler.h | ||
int32 SkyAtmosphereLightDiskLuminance
(
int32 LightIndex, |
MaterialCompiler.h | ||
int32 SkyAtmosphereLightIlluminance
(
int32 WorldPosition, |
MaterialCompiler.h | ||
int32 SkyAtmosphereLightIlluminanceOnGround
(
int32 LightIndex |
MaterialCompiler.h | ||
int32 SkyAtmosphereViewLuminance
(
int32 WorldDirectionOverrideCodeChunk |
MaterialCompiler.h | ||
int32 SkyLightEnvMapSample
(
int32 DirectionCodeChunk, |
MaterialCompiler.h | ||
int32 SmoothStep
(
int32 X, |
MaterialCompiler.h | ||
int32 Sobol
(
int32 Cell, |
MaterialCompiler.h | ||
int32 SparseVolumeTexture
(
USparseVolumeTexture* Texture, |
Could be called sub texture and used to support multiple texture samples from a single node? Making it clear for now and setting explicitly a USparseVolumeTexture as object. | MaterialCompiler.h | |
int32 SparseVolumeTexture
(
USparseVolumeTexture* Texture, |
MaterialCompiler.h | ||
int32 SparseVolumeTextureParameter
(
FName ParameterName, |
Register a parameterized sparse volume texture to be sampled. | MaterialCompiler.h | |
int32 SparseVolumeTextureSample
(
int32 SparseVolumeTextureIndex, |
MaterialCompiler.h | ||
int32 SparseVolumeTextureSamplePageTable
(
int32 SparseVolumeTextureIndex, |
Sample a sparse volume texture page table. | MaterialCompiler.h | |
int32 SparseVolumeTextureSamplePhysicalTileData
(
int32 SparseVolumeTextureIndex, |
Sample a sparse volume texture physical tile data texture. | MaterialCompiler.h | |
int32 SparseVolumeTextureUniform
(
int32 TextureIndex, |
Register a uniform parameter required to be able to sample a sparse volume texture. | MaterialCompiler.h | |
int32 SparseVolumeTextureUniformParameter
(
FName ParameterName, |
Register a uniform parameter required to be able to sample a parameterizes sparse volume texture. | MaterialCompiler.h | |
int32 SpeedTree
(
int32 GeometryArg, |
MaterialCompiler.h | ||
int32 SphericalParticleOpacity
(
int32 Density |
MaterialCompiler.h | ||
int32 SquareRoot
(
int32 X |
MaterialCompiler.h | ||
int32 StaticBool
(
bool Value |
MaterialCompiler.h | ||
int32 StaticBoolParameter
(
FName ParameterName, |
MaterialCompiler.h | ||
int32 StaticComponentMask
(
int32 Vector, |
MaterialCompiler.h | ||
int32 StaticTerrainLayerWeight
(
FName ParameterName, |
MaterialCompiler.h | ||
int32 Step
(
int32 Y, |
MaterialCompiler.h | ||
int32 Sub
(
int32 A, |
MaterialCompiler.h | ||
int32 SubstrateAdd
(
int32 A, |
MaterialCompiler.h | ||
int32 SubstrateAddParameterBlending
(
int32 A, |
MaterialCompiler.h | ||
int32 SubstrateAddParameterBlendingBSDFCoverageToNormalMixCodeChunk
(
int32 ACodeChunk, |
MaterialCompiler.h | ||
FSubstrateOperator & SubstrateCompilationGetOperator
(
FGuid SubstrateExpressionGuid |
Return the operator information for a given expression. | MaterialCompiler.h | |
FSubstrateOperator * SubstrateCompilationGetOperatorFromIndex
(
int32 OperatorIndex |
Return the operator information for a given index. | MaterialCompiler.h | |
FSubstrateRegisteredSharedLocalBasis SubstrateCompilationInfoRegisterSharedLocalBasis
(
int32 NormalCodeChunk, |
MaterialCompiler.h | ||
FSubstrateRegisteredSharedLocalBasis SubstrateCompilationInfoRegisterSharedLocalBasis
(
int32 NormalCodeChunk |
MaterialCompiler.h | ||
FSubstrateOperator & SubstrateCompilationRegisterOperator
(
int32 OperatorType, |
Register an operator of the tree representation the Substrate material and its topology. | MaterialCompiler.h | |
int32 SubstrateCompilePreview
(
int32 SubstrateDataCodeChunk |
MaterialCompiler.h | ||
int32 SubstrateConversionFromLegacy
(
bool bHasDynamicShadingModels, |
MaterialCompiler.h | ||
int32 SubstrateCreateAndRegisterNullMaterial() |
Substrate. | MaterialCompiler.h | |
int32 SubstrateEyeBSDF
(
int32 DiffuseAlbedo, |
MaterialCompiler.h | ||
int32 SubstrateHairBSDF
(
int32 BaseColor, |
MaterialCompiler.h | ||
int32 SubstrateHazinessToSecondaryRoughness
(
int32 BaseRoughness, |
MaterialCompiler.h | ||
int32 SubstrateHorizontalMixing
(
int32 Background, |
MaterialCompiler.h | ||
int32 SubstrateHorizontalMixingParameterBlending
(
int32 Background, |
MaterialCompiler.h | ||
int32 SubstrateHorizontalMixingParameterBlendingBSDFCoverageToNormalMixCodeChunk
(
int32 BackgroundCodeChunk, |
MaterialCompiler.h | ||
int32 SubstrateMetalnessToDiffuseAlbedoF0
(
int32 BaseColor, |
MaterialCompiler.h | ||
int32 SubstrateSelectParameterBlending
(
int32 A, |
MaterialCompiler.h | ||
int32 SubstrateSingleLayerWaterBSDF
(
int32 BaseColor, |
MaterialCompiler.h | ||
bool SubstrateSkipsOpacityEvaluation() |
This is dedicated to skip evaluating any opacity input when a material instance toggles the translucent blend mode to opaque. | MaterialCompiler.h | |
int32 SubstrateSlabBSDF
(
int32 DiffuseAlbedo, |
MaterialCompiler.h | ||
int32 SubstrateThicknessStackGetThicknessCode
(
int32 Index |
MaterialCompiler.h | ||
int32 SubstrateThicknessStackGetThicknessIndex() |
MaterialCompiler.h | ||
void SubstrateThicknessStackPop() |
MaterialCompiler.h | ||
int32 SubstrateThicknessStackPush
(
UMaterialExpression* Expression, |
MaterialCompiler.h | ||
int32 SubstrateThicknessStackPush
(
UMaterialExpression* Expression, |
MaterialCompiler.h | ||
int32 SubstrateThinFilm
(
int32 NormalCodeChunk, |
MaterialCompiler.h | ||
int32 SubstrateTransmittanceToMFP
(
int32 TransmittanceColor, |
MaterialCompiler.h | ||
FGuid SubstrateTreeStackGetParentPathUniqueId() |
Returns the unique id of the Substrate tree path for the parent node of the current node position. | MaterialCompiler.h | |
| Returns the unique id of the Substrate tree path, identifying the current node we have reached. | MaterialCompiler.h | ||
void SubstrateTreeStackPop () |
Pops a node node of the Substrate tree being walked. | MaterialCompiler.h | |
FGuid SubstrateTreeStackPush
(
UMaterialExpression* Expression, |
Pushes a node of the Substrate tree being walked. | MaterialCompiler.h | |
int32 SubstrateUIBSDF
(
int32 EmissiveColor, |
MaterialCompiler.h | ||
int32 SubstrateUnlitBSDF
(
int32 EmissiveColor, |
MaterialCompiler.h | ||
int32 SubstrateVerticalLayering
(
int32 Top, |
MaterialCompiler.h | ||
int32 SubstrateVerticalLayeringParameterBlending
(
int32 Top, |
MaterialCompiler.h | ||
int32 SubstrateVerticalLayeringParameterBlendingBSDFCoverageToNormalMixCodeChunk
(
int32 TopCodeChunk |
MaterialCompiler.h | ||
int32 SubstrateVolumetricFogCloudBSDF
(
int32 Albedo, |
MaterialCompiler.h | ||
int32 SubstrateWeight
(
int32 A, |
MaterialCompiler.h | ||
int32 SubstrateWeightParameterBlending
(
int32 A, |
MaterialCompiler.h | ||
int32 Switch
(
int32 SwitchValueInput, |
MaterialCompiler.h | ||
int32 Tangent
(
int32 X |
MaterialCompiler.h | ||
int32 TemporalSobol
(
int32 Index, |
MaterialCompiler.h | ||
int32 Texture
(
UTexture* Texture, |
MaterialCompiler.h | ||
int32 Texture
(
UTexture* InTexture, |
MaterialCompiler.h | ||
int32 TextureCollection
(
UTextureCollection* InTextureCollection |
MaterialCompiler.h | ||
int32 TextureCollection
(
UTextureCollection* TextureCollection, |
MaterialCompiler.h | ||
int32 TextureCollectionCount
(
int32 InTextureCollectionCodeIndex |
MaterialCompiler.h | ||
int32 TextureCollectionParameter
(
FName ParameterName, |
MaterialCompiler.h | ||
int32 TextureCollectionParameter
(
FName ParameterName, |
MaterialCompiler.h | ||
int32 TextureCoordinate
(
uint32 CoordinateIndex, |
MaterialCompiler.h | ||
int32 TextureDecalDerivative
(
bool bDDY |
MaterialCompiler.h | ||
int32 TextureDecalMipmapLevel
(
int32 TextureSizeInput |
MaterialCompiler.h | ||
int32 TextureFromCollection
(
int32 TextureCollectionCodeIndex, |
MaterialCompiler.h | ||
int32 TextureParameter
(
FName ParameterName, |
MaterialCompiler.h | ||
int32 TextureParameter
(
FName ParameterName, |
MaterialCompiler.h | ||
int32 TextureProperty
(
int32 InTexture, |
MaterialCompiler.h | ||
int32 TextureSample
(
int32 Texture, |
MaterialCompiler.h | ||
int32 TextureStreamingInfo
(
int32 TextureReferenceIndex, |
MaterialCompiler.h | ||
int32 TransformFromPeriodicWorldPosition
(
EMaterialCommonBasis DestCoordBasis, |
MaterialCompiler.h | ||
int32 TransformNormalFromRequestedBasisToWorld
(
int32 NormalCodeChunk |
MaterialCompiler.h | ||
int32 TransformPosition
(
EMaterialCommonBasis SourceCoordBasis, |
MaterialCompiler.h | ||
int32 TransformPosition
(
EMaterialCommonBasis SourceCoordBasis, |
MaterialCompiler.h | ||
int32 TransformToPeriodicWorldPosition
(
EMaterialCommonBasis SourceCoordBasis, |
MaterialCompiler.h | ||
int32 TransformVector
(
EMaterialCommonBasis SourceCoordBasis, |
MaterialCompiler.h | ||
int32 TransformVector
(
EMaterialCommonBasis SourceCoordBasis, |
MaterialCompiler.h | ||
int32 Truncate
(
int32 X |
MaterialCompiler.h | ||
int32 TruncateLWC
(
int32 Code |
MaterialCompiler.h | ||
int32 TwoSidedSign() |
MaterialCompiler.h | ||
int32 ValidCast
(
int32 Code, |
Casts the passed in code to DestType, or generates a compile error if the cast is not valid. | MaterialCompiler.h | |
int32 VectorNoise
(
int32 Position, |
MaterialCompiler.h | ||
int32 VectorParameter
(
FName ParameterName, |
MaterialCompiler.h | ||
int32 VertexColor() |
MaterialCompiler.h | ||
int32 VertexInterpolator
(
uint32 InterpolatorIndex |
MaterialCompiler.h | ||
int32 VertexNormal() |
MaterialCompiler.h | ||
int32 VertexTangent() |
MaterialCompiler.h | ||
int32 ViewProperty
(
EMaterialExposedViewProperty Property, |
MaterialCompiler.h | ||
int32 VirtualTexture
(
URuntimeVirtualTexture* InTexture, |
MaterialCompiler.h | ||
int32 VirtualTexture
(
URuntimeVirtualTexture* InTexture, |
MaterialCompiler.h | ||
int32 VirtualTextureCustomData() |
MaterialCompiler.h | ||
int32 VirtualTextureParameter
(
FName ParameterName, |
MaterialCompiler.h | ||
int32 VirtualTextureParameter
(
FName ParameterName, |
MaterialCompiler.h | ||
int32 VirtualTextureUniform
(
int32 TextureIndex, |
MaterialCompiler.h | ||
int32 VirtualTextureUniform
(
FName ParameterName, |
MaterialCompiler.h | ||
int32 VirtualTextureUnpack
(
int32 CodeIndex0, |
MaterialCompiler.h | ||
int32 VirtualTextureWorldToUV
(
int32 WorldPositionIndex, |
MaterialCompiler.h | ||
int32 WorldPosition
(
EWorldPositionIncludedOffsets WorldPositionIncludedOffsets |
MaterialCompiler.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FString GetSubstrateSharedLocalBasisIndexMacroInner
(
const FSubstrateRegisteredSharedLocalBasis& SharedLocalBasis, |
MaterialCompiler.h |