Navigation
API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Materials
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UMaterialExpression
- UMaterialExpressionSceneDepthWithoutWater
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Public/Materials/MaterialExpressionSceneDepthWithoutWater.h |
| Include | #include "Materials/MaterialExpressionSceneDepthWithoutWater.h" |
Syntax
UCLASS (CollapseCategories, HideCategories=Object)
class UMaterialExpressionSceneDepthWithoutWater : public UMaterialExpression
Variables
| Type | Name | Description | |
|---|---|---|---|
| FVector2D | ConstInput | Only used if Input is not hooked up | |
| float | FallbackDepth | Depth to fall back to in case the needed texture isn't available on a particular platform or configuration | |
| FExpressionInput | Input | Based on the input mode the input will be treated as either: UV coordinates to apply to the scene depth lookup or an offset to apply to the scene depth lookup, in a 2d fraction of the screen. | |
| TEnumAsByte< enum EMaterialSceneAttributeInputMode::Type > | InputMode | Coordinates - UV coordinates to apply to the scene depth lookup. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
Overridden from UMaterialExpression
| Type | Name | Description | |
|---|---|---|---|
| int32 | Compile
(
FMaterialCompiler* Compiler, |
Create the new shader code chunk needed for the Abs expression | |
| bool | GenerateHLSLExpression
(
FMaterialHLSLGenerator& Generator, |
||
| void | GetCaption
(
TArray< FString >& OutCaptions |
Returns the text to display on the material expression (in the material editor). | |
| FName | GetInputName
(
int32 InputIndex |