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API > API/Runtime > API/Runtime/Engine > API/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 | |
|---|---|---|---|
| bool | bClampMultiScatteringContribution | Set whether multiple scattering contribution entry is clamped in [0,1] or not. | |
| bool | bGrayScaleMaterial | Set this for the material to only be considered grey scale, only using the R chanel of the input parameters internally. | |
| bool | bGroundContribution | Sample the shadowed lighting contribution from the ground onto the medium (single scattering). | |
| bool | bRayMarchVolumeShadow | Disable this to use the cloud shadow map instead of secondary raymarching. | |
| FExpressionInput | ConservativeDensity | This is a 3-components float vector. | |
| float | ConstMultiScatteringContribution | Only used if MultiScatteringContribution is not hooked up. | |
| float | ConstMultiScatteringEccentricity | Only used if MultiScatteringEccentricity is not hooked up. | |
| float | ConstMultiScatteringOcclusion | Only used if MultiScatteringOcclusion is not hooked up. | |
| float | ConstPhaseBlend | Only used if PhaseBlend is not hooked up. | |
| float | ConstPhaseG | Only used if PhaseG is not hooked up. | |
| float | ConstPhaseG2 | Only used if PhaseG2 is not hooked up. | |
| uint32 | MultiScatteringApproximationOctaveCount | How many octave to use for the multiple-scattering approximation. | |
| FExpressionInput | MultiScatteringContribution | Multi-scattering approximation: represents how much contribution each successive octave will add. | |
| FExpressionInput | MultiScatteringEccentricity | Multi-scattering approximation: represents how much the phase will become isotropic for each successive octave. | |
| FExpressionInput | MultiScatteringOcclusion | Multi-scattering approximation: represents how much occlusion will be reduced for each successive octave. | |
| bool | PerSamplePhaseEvaluation | Set this to true to force the phase function to be evaluated per sample, instead once per pixel (globally). | |
| FExpressionInput | PhaseBlend | Lerp factor when blending the two phase functions parameterized by G and G2. Valid range is [0,1]. | |
| FExpressionInput | PhaseG | Parameter 'g' input to the phase function describing how much forward(g<0) or backward (g>0) light scatter around. | |
| 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 | |
|---|---|---|---|
UMaterialExpressionVolumetricAdvancedMaterialOutput
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| bool | |||
| uint32 |
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). |