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Material output expression for writing advanced volumetric material properties.
| Name | UMaterialExpressionVolumetricAdvancedMaterialOutput |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/Materials/MaterialExpressionVolumetricAdvancedMaterialOutput.h |
| Include Path | #include "Materials/MaterialExpressionVolumetricAdvancedMaterialOutput.h" |
Syntax
UCLASS (MinimalAPI, CollapseCategories, HideCategories=Object)
class UMaterialExpressionVolumetricAdvancedMaterialOutput : public UMaterialExpressionCustomOutput
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UMaterialExpression → UMaterialExpressionCustomOutput → UMaterialExpressionVolumetricAdvancedMaterialOutput
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UMaterialExpressionVolumetricAdvancedMaterialOutput
(
const FObjectInitializer& ObjectInitializer |
Materials/MaterialExpressionVolumetricAdvancedMaterialOutput.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bClampMultiScatteringContribution | bool | Set whether multiple scattering contribution entry is clamped in [0,1] or not. | Materials/MaterialExpressionVolumetricAdvancedMaterialOutput.h |
|
| bGrayScaleMaterial | bool | Set this for the material to only be considered grey scale, only using the R chanel of the input parameters internally. | Materials/MaterialExpressionVolumetricAdvancedMaterialOutput.h |
|
| bGroundContribution | bool | Sample the shadowed lighting contribution from the ground onto the medium (single scattering). | Materials/MaterialExpressionVolumetricAdvancedMaterialOutput.h |
|
| bRayMarchVolumeShadow | bool | Disable this to use the cloud shadow map instead of secondary raymarching. | Materials/MaterialExpressionVolumetricAdvancedMaterialOutput.h |
|
| ConservativeDensity | FExpressionInput | This is a 3-components float vector. | Materials/MaterialExpressionVolumetricAdvancedMaterialOutput.h |
|
| ConstMultiScatteringContribution | float | Only used if MultiScatteringContribution is not hooked up. | Materials/MaterialExpressionVolumetricAdvancedMaterialOutput.h |
|
| ConstMultiScatteringEccentricity | float | Only used if MultiScatteringEccentricity is not hooked up. | Materials/MaterialExpressionVolumetricAdvancedMaterialOutput.h |
|
| ConstMultiScatteringOcclusion | float | Only used if MultiScatteringOcclusion is not hooked up. | Materials/MaterialExpressionVolumetricAdvancedMaterialOutput.h |
|
| ConstPhaseBlend | float | Only used if PhaseBlend is not hooked up. | Materials/MaterialExpressionVolumetricAdvancedMaterialOutput.h |
|
| ConstPhaseG | float | Only used if PhaseG is not hooked up. | Materials/MaterialExpressionVolumetricAdvancedMaterialOutput.h |
|
| ConstPhaseG2 | float | Only used if PhaseG2 is not hooked up. | Materials/MaterialExpressionVolumetricAdvancedMaterialOutput.h |
|
| MultiScatteringApproximationOctaveCount | uint32 | How many octave to use for the multiple-scattering approximation. | Materials/MaterialExpressionVolumetricAdvancedMaterialOutput.h |
|
| MultiScatteringContribution | FExpressionInput | Multi-scattering approximation: represents how much contribution each successive octave will add. | Materials/MaterialExpressionVolumetricAdvancedMaterialOutput.h |
|
| MultiScatteringEccentricity | FExpressionInput | Multi-scattering approximation: represents how much the phase will become isotropic for each successive octave. | Materials/MaterialExpressionVolumetricAdvancedMaterialOutput.h |
|
| MultiScatteringOcclusion | FExpressionInput | Multi-scattering approximation: represents how much occlusion will be reduced for each successive octave. | Materials/MaterialExpressionVolumetricAdvancedMaterialOutput.h |
|
| PerSamplePhaseEvaluation | bool | Set this to true to force the phase function to be evaluated per sample, instead once per pixel (globally). | Materials/MaterialExpressionVolumetricAdvancedMaterialOutput.h |
|
| PhaseBlend | FExpressionInput | Lerp factor when blending the two phase functions parameterized by G and G2. Valid range is [0,1]. | Materials/MaterialExpressionVolumetricAdvancedMaterialOutput.h |
|
| PhaseG | FExpressionInput | Parameter 'g' input to the phase function describing how much forward(g<0) or backward (g>0) light scatter around. | Materials/MaterialExpressionVolumetricAdvancedMaterialOutput.h |
|
| PhaseG2 | FExpressionInput | Parameter 'g' input to the second phase function describing how much forward(g<0) or backward (g>0) light scatter around. | Materials/MaterialExpressionVolumetricAdvancedMaterialOutput.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool GetEvaluatePhaseOncePerSample() |
Materials/MaterialExpressionVolumetricAdvancedMaterialOutput.h | ||
uint32 GetMultiScatteringApproximationOctaveCount() |
Materials/MaterialExpressionVolumetricAdvancedMaterialOutput.h |
Overridden from UMaterialExpressionCustomOutput
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FString GetDisplayName() |
Materials/MaterialExpressionVolumetricAdvancedMaterialOutput.h | ||
virtual FString GetFunctionName() |
Materials/MaterialExpressionVolumetricAdvancedMaterialOutput.h | ||
virtual int32 GetNumOutputs() |
Override to enable multiple outputs. | Materials/MaterialExpressionVolumetricAdvancedMaterialOutput.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/MaterialExpressionVolumetricAdvancedMaterialOutput.h | |
| Returns the text to display on the material expression (in the material editor). | Materials/MaterialExpressionVolumetricAdvancedMaterialOutput.h |