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| Name | UMaterialExpressionSubstrateEyeBSDF |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/Materials/MaterialExpressionSubstrate.h |
| Include Path | #include "Materials/MaterialExpressionSubstrate.h" |
Syntax
UCLASS (MinimalAPI, CollapseCategories, HideCategories=Object, DisplayName="Substrate Eye BSDF")
class UMaterialExpressionSubstrateEyeBSDF : public UMaterialExpressionSubstrateBSDF
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UMaterialExpression → UMaterialExpressionSubstrateBSDF → UMaterialExpressionSubstrateEyeBSDF
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UMaterialExpressionSubstrateEyeBSDF
(
const FObjectInitializer& ObjectInitializer |
Materials/MaterialExpressionSubstrate.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| CorneaNormal | FExpressionInput | Normal of the sclera and cornea (type = float3, unit = unitless, defaults to +X vector) | Materials/MaterialExpressionSubstrate.h | |
| DiffuseColor | FExpressionInput | Hair fiber base color resulting from single and multiple scattering combined. | Materials/MaterialExpressionSubstrate.h | |
| EmissiveColor | FExpressionInput | Emissive color on top of the surface (type = float3, unit = luminance, defaults to 0.0) | Materials/MaterialExpressionSubstrate.h | |
| IrisDistance | FExpressionInput | Distance from the center of the iris (type = float, unit = unitless, defaults to 0.0) | Materials/MaterialExpressionSubstrate.h | |
| IrisMask | FExpressionInput | Mask defining the iris surface (type = float, unit = unitless, defaults to 0.0) | Materials/MaterialExpressionSubstrate.h | |
| IrisNormal | FExpressionInput | Normal of the iris (type = float3, unit = unitless, defaults to +X vector) | Materials/MaterialExpressionSubstrate.h | |
| IrisPlaneNormal | FExpressionInput | Normal of the iris plane (type = float3, unit = unitless, defaults to +X vector) | Materials/MaterialExpressionSubstrate.h | |
| Roughness | FExpressionInput | Controls how rough the Material is. | Materials/MaterialExpressionSubstrate.h | |
| SubsurfaceProfile | TObjectPtr< class USubsurfaceProfile > | SubsurfaceProfile, for Subsurface Scattering diffusion. | Materials/MaterialExpressionSubstrate.h |
|
Functions
Public
Overridden from UMaterialExpression
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual int32 Compile
(
FMaterialCompiler* Compiler, |
Create the new shader code chunk needed for the Abs expression | Materials/MaterialExpressionSubstrate.h | |
virtual void GatherSubstrateMaterialInfo
(
FSubstrateMaterialInfo& SubstrateMaterialInfo, |
Recursively parse nodes outputing Substrate material in order to gather all the possible shading models used in a material graph output a Substrate material. | Materials/MaterialExpressionSubstrate.h | |
| Returns the text to display on the material expression (in the material editor). | Materials/MaterialExpressionSubstrate.h | ||
virtual EMaterialValueType GetInputValueType
(
int32 InputIndex |
Materials/MaterialExpressionSubstrate.h | ||
virtual EMaterialValueType GetOutputValueType
(
int32 OutputIndex |
Materials/MaterialExpressionSubstrate.h | ||
virtual bool IsResultSubstrateMaterial
(
int32 OutputIndex |
Marks certain expression types as outputting Substrate material. | Materials/MaterialExpressionSubstrate.h | |
virtual FSubstrateOperator * SubstrateGenerateMaterialTopologyTree
(
FMaterialCompiler* Compiler, |
A starta material is a tree with FrontMateiral being its root and BSDF being leaves, with operators in the middle. | Materials/MaterialExpressionSubstrate.h |