Navigation
API > API/Runtime > API/Runtime/Engine
Struct with all the settings we want in UToonProfile, separate to make it easer to pass this data around in the engine.
| Name | FToonProfileStruct |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/ToonProfile.h |
| Include Path | #include "Engine/ToonProfile.h" |
Syntax
USTRUCT (BlueprintType )
struct FToonProfileStruct
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FToonProfileStruct() |
Engine/ToonProfile.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bDiffuseRampIncludeShadow | uint8 | Experimental. Include shadows as part of the unified diffuse ramp evaluation. | Engine/ToonProfile.h |
|
| DiffuseIndirectScale | float | The scale the diffuse global illumination contribution. | Engine/ToonProfile.h |
|
| DiffuseRamp | FRuntimeCurveLinearColor | Defines the diffuse ramp. | Engine/ToonProfile.h |
|
| DiffuseRampOffsetSize | float | The multiplier applied on UVs before sampling. | Engine/ToonProfile.h |
|
| DiffuseRampOffsetStrength | float | The strength of the offset applied by the ramp offset texture to the diffuse ramp. | Engine/ToonProfile.h |
|
| DiffuseRampOffsetTexture | TObjectPtr< UTexture > | The texture containing ramp offset for diffuse. | Engine/ToonProfile.h |
|
| ShadowExtinctionCoefficient | float | Defines how deep light will penetrate inside the model for the shadow map occluder distance. | Engine/ToonProfile.h |
|
| ShadowHatchingPatternDistributionRamp | FRuntimeFloatCurve | Defines the curve distribution used to control how the four channels for the shadow hatching pattern texture are distributed along the evaluated shadow/transmittance. | Engine/ToonProfile.h |
|
| ShadowHatchingPatternSize | float | The multiplier applied on UVs before sampling. | Engine/ToonProfile.h |
|
| ShadowHatchingPatternStrength | float | The uniform strength of the shadow hatching pattern. | Engine/ToonProfile.h |
|
| ShadowHatchingPatternTexture | TObjectPtr< UTexture > | The shadow texture defining the hatching pattern applied to the grey scale shadow. | Engine/ToonProfile.h |
|
| SpecularIndirectRamp | FRuntimeFloatCurve | Defines the specular global illumination ramp that can be used to quantise the specular indirect reflections. | Engine/ToonProfile.h |
|
| SpecularIndirectRampRepetition | float | The scale of the the specular indirect ramp application over the range of luminance. | Engine/ToonProfile.h |
|
| SpecularIndirectScale | float | The scale the specular global illumination contribution. | Engine/ToonProfile.h |
|
| SpecularRamp | FRuntimeCurveLinearColor | Defines the specular ramp. | Engine/ToonProfile.h |
|
| SpecularRampOffsetSize | float | The multiplier applied on UVs before sampling. | Engine/ToonProfile.h |
|
| SpecularRampOffsetStrength | float | The strength of the offset applied by the ramp offset texture to the specular ramp. | Engine/ToonProfile.h |
|
| SpecularRampOffsetTexture | TObjectPtr< UTexture > | The texture containing ramp offset for specular. | Engine/ToonProfile.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
float GetShadowExtinctionCoefficientInInvCentimeter() |
Engine/ToonProfile.h | ||
void Invalidate() |
Engine/ToonProfile.h |