Navigation
API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Materials
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UMaterialExpression
- UMaterialExpressionCustomOutput
- UMaterialExpressionSingleLayerWaterMaterialOutput
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Public/Materials/MaterialExpressionSingleLayerWaterMaterialOutput.h |
| Include | #include "Materials/MaterialExpressionSingleLayerWaterMaterialOutput.h" |
Syntax
UCLASS (MinimalAPI, CollapseCategories, HideCategories=Object)
class UMaterialExpressionSingleLayerWaterMaterialOutput : public UMaterialExpressionCustomOutput
Remarks
Material output expression for writing single layer water volume material properties.
Variables
| Type | Name | Description | |
|---|---|---|---|
| FExpressionInput | AbsorptionCoefficients | Input for scattering coefficient describing how light bounce is absorbed. | |
| FExpressionInput | ColorScaleBehindWater | Input for custom color multiplier for scene color behind water. | |
| FExpressionInput | PhaseG | Input for phase function 'g' parameter describing how much forward(g>0) or backward (g<0) light scatter around. | |
| FExpressionInput | ScatteringCoefficients | Input for scattering coefficient describing how light scatter around and is absorbed. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UMaterialExpressionSingleLayerWaterMaterialOutput
(
const FObjectInitializer& ObjectInitializer |
Overridden from UMaterialExpressionCustomOutput
| Type | Name | Description | |
|---|---|---|---|
| UE::Shader::EValueType | GetCustomOutputType
(
int32 OutputIndex |
This is currently only needed by the new HLSL translator Should probably be merged with UMaterialExpression base interface, which already provides GetInputType/GetOutputType | |
| FString | |||
| FString | |||
| int32 | Override to enable multiple outputs. |
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). |