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Struct with all the settings we want in USubsurfaceProfile, separate to make it easer to pass this data around in the engine.
| Name | FSubsurfaceProfileStruct |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/SubsurfaceProfile.h |
| Include Path | #include "Engine/SubsurfaceProfile.h" |
Syntax
USTRUCT (BlueprintType )
struct FSubsurfaceProfileStruct
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FSubsurfaceProfileStruct() |
Constructor | Engine/SubsurfaceProfile.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bEnableBurley | bool | Effective only when Burley subsurface scattering is enabled in cmd. | Engine/SubsurfaceProfile.h |
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| bEnableMeanFreePath | bool | Switch to use Mean Free Path, otherwise use diffuse mean free path. | Engine/SubsurfaceProfile.h |
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| BoundaryColorBleed | FLinearColor | Engine/SubsurfaceProfile.h |
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| ExtinctionScale | float | Engine/SubsurfaceProfile.h |
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| FalloffColor | FLinearColor | Defines the per-channel falloff of the gradients produced by the subsurface scattering events, can be used to fine tune the color of the gradients (called "falloff" in SeparableSSS, default there: 1, 0.37, 0.3) | Engine/SubsurfaceProfile.h |
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| Implementation | ESubsurfaceImplementationTechniqueHint | This allows users to use mixed implementations for best quality and performance (e.g., High quality for skin with AFIS, and high performance on ice with Separable in the same scene). | Engine/SubsurfaceProfile.h |
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| IOR | float | Engine/SubsurfaceProfile.h |
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| LobeMix | float | Engine/SubsurfaceProfile.h |
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| MeanFreePathColor | FLinearColor | Controls how far light goes into the subsurface in the Red, Green and Blue channel. | Engine/SubsurfaceProfile.h |
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| MeanFreePathDistance | float | Subsurface mean free path distance in world/unreal units (cm) | Engine/SubsurfaceProfile.h |
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| NormalScale | float | Engine/SubsurfaceProfile.h |
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| Roughness0 | float | Engine/SubsurfaceProfile.h |
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| Roughness1 | float | Engine/SubsurfaceProfile.h |
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| ScatteringDistribution | float | Engine/SubsurfaceProfile.h |
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| ScatterRadius | float | In world/unreal units (cm) | Engine/SubsurfaceProfile.h |
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| SubsurfaceColor | FLinearColor | Specifies the how much of the diffuse light gets into the material, can be seen as a per-channel mix factor between the original image, and the SSS-filtered image (called "strength" in SeparableSSS, default there: 0.48, 0.41, 0.28) | Engine/SubsurfaceProfile.h |
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| SurfaceAlbedo | FLinearColor | It should match The base color of the corresponding material as much as possible. | Engine/SubsurfaceProfile.h |
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| Tint | FLinearColor | Specifies the how much of the diffuse light gets into the material, can be seen as a per-channel mix factor between the original image, and the SSS-filtered image. | Engine/SubsurfaceProfile.h |
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| TransmissionTintColor | FLinearColor | Transmission tint control. | Engine/SubsurfaceProfile.h |
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| WorldUnitScale | float | Control the scale of world/unreal units (cm) | Engine/SubsurfaceProfile.h |
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Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Invalidate() |
Engine/SubsurfaceProfile.h |