unreal.SpecularProfileStruct¶
- class unreal.SpecularProfileStruct(format: SpecularProfileFormat = Ellipsis, texture: Texture2D = Ellipsis)¶
Bases:
StructBasestruct 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 profileview_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: