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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Materials
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UMaterialExpression
- UMaterialExpressionStrataBSDF
- UMaterialExpressionStrataEyeBSDF
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/Materials/MaterialExpressionStrata.h |
| Include | #include "Materials/MaterialExpressionStrata.h" |
Syntax
class UMaterialExpressionStrataEyeBSDF : public UMaterialExpressionStrataBSDF
Variables
| Type | Name | Description | |
|---|---|---|---|
| FExpressionInput | CorneaNormal | Normal of the sclera and cornea (type = float3, unit = unitless, defaults to +X vector) | |
| FExpressionInput | DiffuseColor | Hair fiber base color resulting from single and multiple scattering combined. | |
| FExpressionInput | EmissiveColor | Emissive color on top of the surface (type = float3, unit = luminance, defaults to 0.0) | |
| FExpressionInput | IrisDistance | Distance from the center of the iris (type = float, unit = unitless, defaults to 0.0) | |
| FExpressionInput | IrisMask | Mask defining the iris surface (type = float, unit = unitless, defaults to 0.0) | |
| FExpressionInput | IrisNormal | Normal of the iris (type = float3, unit = unitless, defaults to +X vector) | |
| FExpressionInput | IrisPlaneNormal | Normal of the iris plane (type = float3, unit = unitless, defaults to +X vector) | |
| FExpressionInput | Roughness | Controls how rough the Material is. | |
| TObjectPtr< class USubsurfaceProfile > | SubsurfaceProfile | SubsurfaceProfile, for Subsurface Scattering diffusion. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UMaterialExpressionStrataEyeBSDF
(
const FObjectInitializer& ObjectInitializer |
Overridden from UMaterialExpression
| Type | Name | Description | |
|---|---|---|---|
| int32 | Compile
(
FMaterialCompiler* Compiler, |
Create the new shader code chunk needed for the Abs expression | |
| void | GatherStrataMaterialInfo
(
FStrataMaterialInfo& StrataMaterialInfo, |
Recursively parse nodes outputing strata material in order to gather all the possible shading models used in a material graph output a Strata material. | |
| void | GetCaption
(
TArray< FString >& OutCaptions |
Returns the text to display on the material expression (in the material editor). | |
| uint32 | GetInputType
(
int32 InputIndex |
||
| uint32 | GetOutputType
(
int32 OutputIndex |
||
| bool | IsResultStrataMaterial
(
int32 OutputIndex |
Marks certain expression types as outputting Strata material. | |
| FStrataOperator * | StrataGenerateMaterialTopologyTree
(
FMaterialCompiler* Compiler, |
A starta material is a tree with FrontMateiral being its root and BSDF being leaves, with operators in the middle. |