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| Name | UMaterialExpressionSubstrateShadingModels |
| 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 Shading Models")
class UMaterialExpressionSubstrateShadingModels : public UMaterialExpressionSubstrateBSDF
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UMaterialExpression → UMaterialExpressionSubstrateBSDF → UMaterialExpressionSubstrateShadingModels
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UMaterialExpressionSubstrateShadingModels
(
const FObjectInitializer& ObjectInitializer |
Materials/MaterialExpressionSubstrate.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Anisotropy | FExpressionInput | Controls the anisotropy factor of the roughness. | Materials/MaterialExpressionSubstrate.h | |
| BaseColor | FExpressionInput | Defines the overall color of the Material. (type = float3, unit = unitless, defaults to 0.18) | Materials/MaterialExpressionSubstrate.h | |
| ClearCoat | FExpressionInput | Coverage of the clear coat layer. (type = float, unit = unitless, defaults to 0.0) | Materials/MaterialExpressionSubstrate.h | |
| ClearCoatNormal | FExpressionInput | The iris or clear coat bottom normal. (type = float3, unit = unitless, defaults to vertex normal) | Materials/MaterialExpressionSubstrate.h | |
| ClearCoatRoughness | FExpressionInput | Roughness of the top clear coat layer. (type = float, unit = unitless, defaults to 0.0) | Materials/MaterialExpressionSubstrate.h | |
| ColorScaleBehindWater | FExpressionInput | A scale to apply on the scene color behind the water surface. | Materials/MaterialExpressionSubstrate.h | |
| CustomTangent | FExpressionInput | Take the tangent output node as input. | Materials/MaterialExpressionSubstrate.h | |
| EmissiveColor | FExpressionInput | Emissive color on top of the surface (type = float3, unit = luminance, default = 0) | Materials/MaterialExpressionSubstrate.h | |
| Metallic | FExpressionInput | Controls how "metal-like" your surface looks like. | Materials/MaterialExpressionSubstrate.h | |
| Normal | FExpressionInput | Take the surface normal as input. | Materials/MaterialExpressionSubstrate.h | |
| Opacity | FExpressionInput | Opacity of the material | Materials/MaterialExpressionSubstrate.h | |
| Roughness | FExpressionInput | Controls how rough the Material is. | Materials/MaterialExpressionSubstrate.h | |
| ShadingModel | FShadingModelMaterialInput | Shading models | Materials/MaterialExpressionSubstrate.h | |
| ShadingModelOverride | TEnumAsByte< enum EMaterialShadingModel > | Always show at the bottom of the pin list. | Materials/MaterialExpressionSubstrate.h |
|
| Specular | FExpressionInput | Used to scale the current amount of specularity on non-metallic surfaces and is a value between 0 and 1 (type = float, unit = unitless, defaults to plastic 0.5) | Materials/MaterialExpressionSubstrate.h | |
| SubSurfaceColor | FExpressionInput | Scale the mean free path radius of the SSS profile according to a value between 0 and 1. | Materials/MaterialExpressionSubstrate.h | |
| SubsurfaceProfile | TObjectPtr< class USubsurfaceProfile > | SubsurfaceProfile, for Screen Space Subsurface Scattering. | Materials/MaterialExpressionSubstrate.h |
|
| Tangent | FExpressionInput | Take a surface tangent as input. | Materials/MaterialExpressionSubstrate.h | |
| ThinTranslucentSurfaceCoverage | FExpressionInput | The coverage of the surface using a thin translucent shading model. | Materials/MaterialExpressionSubstrate.h | |
| TransmittanceColor | FExpressionInput | The amount of transmitted light from the back side of the surface to the front side of the surface (type = float3, unit = unitless, defaults to 1) | Materials/MaterialExpressionSubstrate.h | |
| WaterAbsorptionCoefficients | FExpressionInput | The rate at which light is absorbed or out-scattered by the medium. | Materials/MaterialExpressionSubstrate.h | |
| WaterPhaseG | FExpressionInput | Anisotropy of the volume with values lower than 0 representing back-scattering, equal 0 representing isotropic scattering and greater than 0 representing forward scattering. | Materials/MaterialExpressionSubstrate.h | |
| WaterScatteringCoefficients | FExpressionInput | The single scattering Albedo defining the overall color of the Material (type = float3, unit = unitless, default = 0) | Materials/MaterialExpressionSubstrate.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool HasAnisotropy() |
Materials/MaterialExpressionSubstrate.h | ||
bool HasSSS() |
Materials/MaterialExpressionSubstrate.h |
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 | ||
| Get a tooltip for the specified connector. | Materials/MaterialExpressionSubstrate.h | ||
virtual FExpressionInput * GetInput
(
int32 InputIndex |
Returns the input at index InputIndex if valid, nullptr otherwise. | Materials/MaterialExpressionSubstrate.h | |
virtual FName GetInputName
(
int32 InputIndex |
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 |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Materials/MaterialExpressionSubstrate.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static int32 CompileCommon
(
FMaterialCompiler* Compiler, |
Materials/MaterialExpressionSubstrate.h | ||
static FSubstrateOperator * SubstrateGenerateMaterialTopologyTreeCommon
(
FMaterialCompiler* Compiler, |
Materials/MaterialExpressionSubstrate.h |