unreal.ToonProfileStruct¶
- class unreal.ToonProfileStruct¶
Bases:
StructBaseStruct with all the settings we want in UToonProfile, separate to make it easer to pass this data around in the engine.
C++ Source:
Module: Engine
File: ToonProfile.h
Editor Properties: (see get_editor_property/set_editor_property)
diffuse_indirect_scale(float): [Read-Write] The scale the diffuse global illumination contribution.diffuse_ramp(RuntimeCurveLinearColor): [Read-Write] Defines the diffuse ramp.diffuse_ramp_include_shadow(bool): [Read-Write] Experimental. Include shadows as part of the unified diffuse ramp evaluation.diffuse_ramp_offset_size(float): [Read-Write] The multiplier applied on UVs before sampling.diffuse_ramp_offset_strength(float): [Read-Write] The strength of the offset applied by the ramp offset texture to the diffuse ramp.diffuse_ramp_offset_texture(Texture): [Read-Write] The texture containing ramp offset for diffuse. It is recommended for it to be grey scale level in [0, 1], internally remapped to [-1, 1] for positive and negative offset. A distance field is recommended.shadow_extinction_coefficient(float): [Read-Write] Defines how deep light will penetrate inside the model for the shadow map occluder distance. This is effectively the extinction (unit=1/meter) of the virtual mesh medium. A value of 1 means that exp(-1)=36% of the energy will remain after 1 meter.shadow_hatching_pattern_distribution_ramp(RuntimeFloatCurve): [Read-Write] Defines the curve distribution used to control how the four channels for the shadow hatching pattern texture are distributed along the evaluated shadow/transmittance. Shadow/Transmittance => Shadow hatching ramp evaluation => Value is used to interpolate the shadow hatching pattern RGBA channels (1.0 maps to white, 0.75 to R, 0.5 to G, 0.25 to B, 0.0 to A)shadow_hatching_pattern_size(float): [Read-Write] The multiplier applied on UVs before sampling.shadow_hatching_pattern_strength(float): [Read-Write] The uniform strength of the shadow hatching pattern.shadow_hatching_pattern_texture(Texture): [Read-Write] The shadow texture defining the hatching pattern applied to the grey scale shadow. R applied first close onto the lit front surface and progressively G, B and A channels lerped when away from the lit front surface as the shadow/transmittance gets darker. Typically R, G, B and A would have light to bold hatching bHasDiffuseDitherPatternTexturepattern.specular_indirect_ramp(RuntimeFloatCurve): [Read-Write] Defines the specular global illumination ramp that can be used to quantise the specular indirect reflections. Requires r.Substrate.Experimental.ToonReflectionQuantizationEnabled=1.specular_indirect_ramp_repetition(float): [Read-Write] The scale of the the specular indirect ramp application over the range of luminance. When 0, the ramp is not applied to specular indirect reflections. Requires r.Substrate.Experimental.ToonReflectionQuantizationEnabled=1.specular_indirect_scale(float): [Read-Write] The scale the specular global illumination contribution.specular_ramp(RuntimeCurveLinearColor): [Read-Write] Defines the specular ramp.specular_ramp_offset_size(float): [Read-Write] The multiplier applied on UVs before sampling.specular_ramp_offset_strength(float): [Read-Write] The strength of the offset applied by the ramp offset texture to the specular ramp.specular_ramp_offset_texture(Texture): [Read-Write] The texture containing ramp offset for specular. It is recommended for it to be grey scale level in [0, 1], internally remapped to [-1, 1] for positive and negative offset. A distance field is recommended.