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| Name | UMaterialExpressionSubstrateSlabBSDF |
| 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 Slab")
class UMaterialExpressionSubstrateSlabBSDF : public UMaterialExpressionSubstrateBSDF
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UMaterialExpression → UMaterialExpressionSubstrateBSDF → UMaterialExpressionSubstrateSlabBSDF
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UMaterialExpressionSubstrateSlabBSDF
(
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 | |
| bUseSSSDiffusion | uint32 | 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 on top of the surface (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 | |
| F90 | FExpressionInput | Defines the color of the specular highlight where the surface normal is 90 degrees from the view direction. | Materials/MaterialExpressionSubstrate.h | |
| FuzzAmount | FExpressionInput | The amount of fuzz on top of the surface used to simulate cloth-like appearance. | Materials/MaterialExpressionSubstrate.h | |
| FuzzColor | FExpressionInput | The base color of the fuzz. | Materials/MaterialExpressionSubstrate.h | |
| FuzzRoughness | FExpressionInput | Controls how rough the Fuzz layer is. | Materials/MaterialExpressionSubstrate.h | |
| GlintUV | FExpressionInput | The parameterization of the surface required to position glints on a surface. | Materials/MaterialExpressionSubstrate.h | |
| GlintValue | FExpressionInput | This represent the micro facet density. | Materials/MaterialExpressionSubstrate.h | |
| Normal | FExpressionInput | Take the surface normal as input. | Materials/MaterialExpressionSubstrate.h | |
| Roughness | FExpressionInput | Controls how rough the Material is. | Materials/MaterialExpressionSubstrate.h | |
| SecondRoughness | FExpressionInput | Controls the roughness of a secondary specular lobe. | Materials/MaterialExpressionSubstrate.h | |
| SecondRoughnessWeight | FExpressionInput | The weight of the second specular lobe using SecondRoughness. | Materials/MaterialExpressionSubstrate.h | |
| SpecularProfile | TObjectPtr< class USpecularProfile > | SpecularProfile, for modulating specular appearance and simulating more complex visuals such as iridescence. | Materials/MaterialExpressionSubstrate.h |
|
| SSSMFP | FExpressionInput | Chromatic mean free path. | Materials/MaterialExpressionSubstrate.h | |
| SSSMFPScale | FExpressionInput | Scale the mean free path length. | Materials/MaterialExpressionSubstrate.h | |
| SSSPhaseAnisotropy | FExpressionInput | Phase function anisotropy. | Materials/MaterialExpressionSubstrate.h | |
| SubsurfaceProfile | TObjectPtr< class USubsurfaceProfile > | SubsurfaceProfile, for Screen Space Subsurface Scattering. | Materials/MaterialExpressionSubstrate.h |
|
| SubSurfaceType | TEnumAsByte< enum EMaterialSubSurfaceType > | Define sub-subsurface used behavior of the slab. | Materials/MaterialExpressionSubstrate.h |
|
| Tangent | FExpressionInput | Take a surface tangent as input. | Materials/MaterialExpressionSubstrate.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FSubstrateMaterialComplexity GetHighestComplexity() |
Materials/MaterialExpressionSubstrate.h | ||
bool HasAnisotropy() |
Materials/MaterialExpressionSubstrate.h | ||
bool HasEdgeColor() |
Materials/MaterialExpressionSubstrate.h | ||
bool HasFuzz() |
Materials/MaterialExpressionSubstrate.h | ||
bool HasFuzzRoughness() |
Materials/MaterialExpressionSubstrate.h | ||
bool HasGlint() |
Materials/MaterialExpressionSubstrate.h | ||
bool HasMFPPluggedIn() |
Materials/MaterialExpressionSubstrate.h | ||
bool HasSecondRoughness() |
Materials/MaterialExpressionSubstrate.h | ||
bool HasSpecularProfile() |
Materials/MaterialExpressionSubstrate.h | ||
bool HasSSS() |
Materials/MaterialExpressionSubstrate.h | ||
bool HasSSSProfile() |
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 | ||
| 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 |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Materials/MaterialExpressionSubstrate.h |