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| Name | UMaterialExpressionSubstrateSingleLayerWaterBSDF |
| 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 Single Layer Water BSDF")
class UMaterialExpressionSubstrateSingleLayerWaterBSDF : public UMaterialExpressionSubstrateBSDF
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UMaterialExpression → UMaterialExpressionSubstrateBSDF → UMaterialExpressionSubstrateSingleLayerWaterBSDF
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UMaterialExpressionSubstrateSingleLayerWaterBSDF
(
const FObjectInitializer& ObjectInitializer |
Materials/MaterialExpressionSubstrate.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BaseColor | FExpressionInput | Surface base color. (type = float3, unit = unitless, defaults to black) | Materials/MaterialExpressionSubstrate.h | |
| ColorScaleBehindWater | FExpressionInput | A scale to apply on the scene color behind the water surface. | Materials/MaterialExpressionSubstrate.h | |
| EmissiveColor | FExpressionInput | Emissive color on top of the surface (type = float3, unit = luminance, defaults to 0.0) | Materials/MaterialExpressionSubstrate.h | |
| Metallic | FExpressionInput | Whether the surface represents a dielectric (such as plastic) or a conductor (such as metal). | Materials/MaterialExpressionSubstrate.h | |
| Normal | FExpressionInput | The normal of the surface (type = float3, unit = unitless, defaults to +Z vector) | Materials/MaterialExpressionSubstrate.h | |
| Roughness | FExpressionInput | Controls how rough the Material is. | Materials/MaterialExpressionSubstrate.h | |
| Specular | FExpressionInput | Specular amount (type = float, unit = unitless, defaults to 0.5) | Materials/MaterialExpressionSubstrate.h | |
| TopMaterialOpacity | FExpressionInput | Opacity of the material layered on top of the water (type = float3, unit = unitless, defaults to 0.0) | Materials/MaterialExpressionSubstrate.h | |
| WaterAlbedo | FExpressionInput | The single scattering Albedo defining the overall color of the Material (type = float3, unit = unitless, default = 0) | Materials/MaterialExpressionSubstrate.h | |
| WaterExtinction | 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 |
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 |