unreal.SpecularProfileStruct

class unreal.SpecularProfileStruct(format: SpecularProfileFormat = Ellipsis, texture: Texture2D = Ellipsis)

Bases: StructBase

struct with all the settings we want in USpecularProfile, separate to make it easer to pass this data around in the engine.

C++ Source:

  • Module: Engine

  • File: SpecularProfile.h

Editor Properties: (see get_editor_property/set_editor_property)

  • format (SpecularProfileFormat): [Read-Write] Define the format driving the sampling of the specular LUT.

  • light_color (RuntimeCurveLinearColor): [Read-Write] Define the light facing color Exemple with View/Light mode: color at 0 is applied when NoL=0 (light hit the surface at grazing angle) while color at 1 is applied when NoV=1 (light hit the surface at facing angle).

  • texture (Texture2D): [Read-Write] Define the texture used as a specular profile

  • view_color (RuntimeCurveLinearColor): [Read-Write] Define the view facing color. Exemple with View/Light mode: color at 0 is applied when NoV=0 (view grazing angle) while color at 1 is applied when NoV=1 (view facing angle).

property format: SpecularProfileFormat

[Read-Only] Define the format driving the sampling of the specular LUT.

Type:

(SpecularProfileFormat)

property texture: Texture2D

[Read-Only] Define the texture used as a specular profile

Type:

(Texture2D)