unreal.RuntimeVirtualTextureMipValueMode¶
- class unreal.RuntimeVirtualTextureMipValueMode¶
Bases:
EnumBaseSet how Mip levels are calculated. Internally we will convert to ETextureMipValueMode which is used by internal APIs.
C++ Source:
Module: Engine
File: MaterialExpressionRuntimeVirtualTextureSample.h
- RVTMVM_DERIVATIVE_UV: RuntimeVirtualTextureMipValueMode = Ellipsis¶
Compute mip level from explicitly provided DDX and DDY derivatives of the virtual texture UV coordinates.
- Type:
4
- RVTMVM_DERIVATIVE_WORLD: RuntimeVirtualTextureMipValueMode = Ellipsis¶
Compute mip level from explicitly provided DDX and DDY derivatives of the world position.
- Type:
5
- RVTMVM_MIP_BIAS: RuntimeVirtualTextureMipValueMode = Ellipsis¶
Bias the default computed mip level using the MipBias pin.
Negative values increase resolution.
- Type:
2
- RVTMVM_MIP_LEVEL: RuntimeVirtualTextureMipValueMode = Ellipsis¶
Use an absolute mip level from the MipLevel pin.
0 is full resolution.
- Type:
1
- RVTMVM_NONE: RuntimeVirtualTextureMipValueMode = Ellipsis¶
Use default computed mip level. Takes into account UV scaling from using the WorldPosition pin.
- Type:
0