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Unreal Engine C++ API Reference > Runtime > Engine > Materials
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UMaterialExpression
- UMaterialExpressionCustomOutput
- UMaterialExpressionVolumetricAdvancedMaterialOutput
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Materials/MaterialExpressionVolumetricAdvancedMaterialOutput.h |
Include | #include "Materials/MaterialExpressionVolumetricAdvancedMaterialOutput.h" |
Syntax
class UMaterialExpressionVolumetricAdvancedMaterialOutput : public UMaterialExpressionCustomOutput
Remarks
Material output expression for writing advanced volumetric material properties.
Variables
Type | Name | Description | |
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bool | bClampMultiScatteringContribution | Set whether multiple scattering contribution entry is clamped in [0,1] or not. |
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bool | bGrayScaleMaterial | Set this for the material to only be considered grey scale, only using the R chanel of the input parameters internally. |
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bool | bGroundContribution | Sample the shadowed lighting contribution from the ground onto the medium (single scattering). |
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bool | bRayMarchVolumeShadow | Disable this to use the cloud shadow map instead of secondary raymarching. |
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FExpressionInput | ConservativeDensity | This is a 3-components float vector. |
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float | ConstMultiScatteringContribution | Only used if MultiScatteringContribution is not hooked up. |
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float | ConstMultiScatteringEccentricity | Only used if MultiScatteringEccentricity is not hooked up. |
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float | ConstMultiScatteringOcclusion | Only used if MultiScatteringOcclusion is not hooked up. |
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float | ConstPhaseBlend | Only used if PhaseBlend is not hooked up. |
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float | ConstPhaseG | Only used if PhaseG is not hooked up. |
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float | ConstPhaseG2 | Only used if PhaseG2 is not hooked up. |
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uint32 | MultiScatteringApproximationOctaveCount | How many octave to use for the multiple-scattering approximation. |
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FExpressionInput | MultiScatteringContribution | Multi-scattering approximation: represents how much contribution each successive octave will add. |
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FExpressionInput | MultiScatteringEccentricity | Multi-scattering approximation: represents how much the phase will become isotropic for each successive octave. |
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FExpressionInput | MultiScatteringOcclusion | Multi-scattering approximation: represents how much occlusion will be reduced for each successive octave. |
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bool | PerSamplePhaseEvaluation | Set this to true to force the phase function to be evaluated per sample, instead once per pixel (globally). |
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FExpressionInput | PhaseBlend | Lerp factor when blending the two phase functions parameterized by G and G2. Valid range is [0,1]. |
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FExpressionInput | PhaseG | Parameter 'g' input to the phase function describing how much forward(g<0) or backward (g>0) light scatter around. |
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FExpressionInput | PhaseG2 | Parameter 'g' input to the second phase function describing how much forward(g<0) or backward (g>0) light scatter around. |
Constructors
Type | Name | Description | |
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UMaterialExpressionVolumetricAdvancedMaterialOutput
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
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bool | ||
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uint32 |
Overridden from UMaterialExpressionCustomOutput
Type | Name | Description | |
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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 |
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FString | ||
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FString | ||
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int32 | Override to enable multiple outputs. |
Overridden from UMaterialExpression
Type | Name | Description | |
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int32 | Compile
(
FMaterialCompiler* Compiler, |
Create the new shader code chunk needed for the Abs expression |
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bool | GenerateHLSLExpression
(
FMaterialHLSLGenerator& Generator, |
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void | GetCaption
(
TArray< FString >& OutCaptions |
Returns the text to display on the material expression (in the material editor). |