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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Materials
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UMaterialExpression
- UMaterialExpressionStrataBSDF
- UMaterialExpressionStrataSingleLayerWaterBSDF
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/Materials/MaterialExpressionStrata.h |
| Include | #include "Materials/MaterialExpressionStrata.h" |
Syntax
class UMaterialExpressionStrataSingleLayerWaterBSDF : public UMaterialExpressionStrataBSDF
Variables
| Type | Name | Description | |
|---|---|---|---|
| FExpressionInput | BaseColor | Surface base color. (type = float3, unit = unitless, defaults to black) | |
| FExpressionInput | ColorScaleBehindWater | A scale to apply on the scene color behind the water surface. | |
| FExpressionInput | EmissiveColor | Emissive color on top of the surface (type = float3, unit = luminance, defaults to 0.0) | |
| FExpressionInput | Metallic | Whether the surface represents a dielectric (such as plastic) or a conductor (such as metal). | |
| FExpressionInput | Normal | The normal of the surface (type = float3, unit = unitless, defaults to +Z vector) | |
| FExpressionInput | Roughness | Controls how rough the Material is. | |
| FExpressionInput | Specular | Specular amount (type = float, unit = unitless, defaults to 0.5) | |
| FExpressionInput | TopMaterialOpacity | Opacity of the material layered on top of the water (type = float3, unit = unitless, defaults to 0.0) | |
| FExpressionInput | WaterAlbedo | The single scattering Albedo defining the overall color of the Material (type = float3, unit = unitless, default = 0) | |
| FExpressionInput | WaterExtinction | The rate at which light is absorbed or out-scattered by the medium. | |
| FExpressionInput | WaterPhaseG | Anisotropy of the volume with values lower than 0 representing back-scattering, equal 0 representing isotropic scattering and greater than 0 representing forward scattering. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UMaterialExpressionStrataSingleLayerWaterBSDF
(
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. |