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| Name | UMaterialExpressionDesaturation |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/Materials/MaterialExpressionDesaturation.h |
| Include Path | #include "Materials/MaterialExpressionDesaturation.h" |
Syntax
UCLASS (MinimalAPI, CollapseCategories, HideCategories=Object)
class UMaterialExpressionDesaturation : public UMaterialExpression
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UMaterialExpression → UMaterialExpressionDesaturation
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UMaterialExpressionDesaturation
(
const FObjectInitializer& ObjectInitializer |
Materials/MaterialExpressionDesaturation.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Fraction | FExpressionInput | Materials/MaterialExpressionDesaturation.h | ||
| Input | FExpressionInput | Outputs: Lerp(Input,dot(Input,LuminanceFactors)),Fraction) | Materials/MaterialExpressionDesaturation.h | |
| LuminanceFactors | FLinearColor | Luminance factors for converting a color to greyscale. | Materials/MaterialExpressionDesaturation.h |
|
Functions
Public
Overridden from UMaterialExpression
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Build
(
MIR::FEmitter& Emitter |
Builds this expression's material IR. | Materials/MaterialExpressionDesaturation.h | |
virtual int32 Compile
(
FMaterialCompiler* Compiler, |
Create the new shader code chunk needed for the Abs expression | Materials/MaterialExpressionDesaturation.h | |
| Returns the text to display on the material expression (in the material editor). | Materials/MaterialExpressionDesaturation.h |