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| Name | UMaterialExpressionSubstrateSimpleClearCoatBSDF |
| 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 Simple Clear Coat")
class UMaterialExpressionSubstrateSimpleClearCoatBSDF : public UMaterialExpressionSubstrateBSDF
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UMaterialExpression → UMaterialExpressionSubstrateBSDF → UMaterialExpressionSubstrateSimpleClearCoatBSDF
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UMaterialExpressionSubstrateSimpleClearCoatBSDF
(
const FObjectInitializer& ObjectInitializer |
Materials/MaterialExpressionSubstrate.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BottomNormal | FExpressionInput | The bottom layer normal. | Materials/MaterialExpressionSubstrate.h | |
| ClearCoatCoverage | FExpressionInput | Controls the coverage of the clear coat layer: 0 means no clear coat, 1 means coat is fully visible. | Materials/MaterialExpressionSubstrate.h | |
| ClearCoatRoughness | FExpressionInput | Controls how rough the top layer of the material is. | Materials/MaterialExpressionSubstrate.h | |
| DiffuseAlbedo | FExpressionInput | Defines the diffused albedo, the percentage of light reflected as diffuse from the surface. | Materials/MaterialExpressionSubstrate.h | |
| EmissiveColor | FExpressionInput | Emissive color of the medium (type = float3, unit = luminance, default = 0) | Materials/MaterialExpressionSubstrate.h | |
| F0 | FExpressionInput | Defines the color and brightness of the specular highlight where the surface is facing the camera. | Materials/MaterialExpressionSubstrate.h | |
| Normal | FExpressionInput | Take the surface normal as input. | Materials/MaterialExpressionSubstrate.h | |
| Roughness | FExpressionInput | Controls how rough the bottom layer of the material is. | 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 | ||
| Get a tooltip for the expression itself. | 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 |