unreal.ToonProfileStruct

class unreal.ToonProfileStruct

Bases: StructBase

Struct 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.