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| Name | UMaterialExpressionSubstrateToonBSDF |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/Materials/MaterialExpressionSubstrate.h |
| Include Path | #include "Materials/MaterialExpressionSubstrate.h" |
Syntax
UCLASS (MinimalAPI, CollapseCategories, HideCategories=Object, DisplayName="Substrate Toon BSDF",
Meta=(DevelopmentStatus="Experimental"))
class UMaterialExpressionSubstrateToonBSDF : public UMaterialExpressionSubstrateBSDF
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UMaterialExpression → UMaterialExpressionSubstrateBSDF → UMaterialExpressionSubstrateToonBSDF
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UMaterialExpressionSubstrateToonBSDF
(
const FObjectInitializer& ObjectInitializer |
Materials/MaterialExpressionSubstrate.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Anisotropy | FExpressionInput | Controls the anisotropy factor of the roughness. | Materials/MaterialExpressionSubstrate.h | |
| BaseColor | FExpressionInput | Surface base color. (type = float3, unit = unitless, defaults to 0.18 grey) | Materials/MaterialExpressionSubstrate.h | |
| EmissiveColor | FExpressionInput | Emissive color on top of the surface (type = float3, unit = luminance, defaults to black) | Materials/MaterialExpressionSubstrate.h | |
| Metallic | FExpressionInput | Surface metallic value to transition from a dielectric to a conductor. | Materials/MaterialExpressionSubstrate.h | |
| Normal | FExpressionInput | The normal of the surface (type = float3, unit = unitless, defaults to +Z vector) | Materials/MaterialExpressionSubstrate.h | |
| PatternUVs | FExpressionInput | UVs used to render the diffuse, specular or any other artistic pattern. | Materials/MaterialExpressionSubstrate.h | |
| Roughness | FExpressionInput | Controls how rough the Material is. | Materials/MaterialExpressionSubstrate.h | |
| Specular | FExpressionInput | Surface specular value. (type = float, unit = unitless, defaults to 0.5) | Materials/MaterialExpressionSubstrate.h | |
| Tangent | FExpressionInput | Take a surface tangent as input. | Materials/MaterialExpressionSubstrate.h | |
| ToonProfile | TObjectPtr< class UToonProfile > | Toon profile used to control the appearance of this BSDF. | Materials/MaterialExpressionSubstrate.h |
|
Functions
Public
Public Virtual
Overridden from UMaterialExpression
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Build
(
MIR::FEmitter& Emitter |
Builds this expression's material IR. | Materials/MaterialExpressionSubstrate.h | |
virtual int32 Compile
(
FMaterialCompiler* Compiler, |
Create the new shader code chunk needed for the Abs expression | Materials/MaterialExpressionSubstrate.h | |
virtual void GatherSubstrateMaterialInfo
(
FSubstrateMaterialInfo& SubstrateMaterialInfo, |
Recursively parse nodes outputing Substrate material in order to gather all the possible shading models used in a material graph output a Substrate material. | Materials/MaterialExpressionSubstrate.h | |
| Returns the text to display on the material expression (in the material editor). | Materials/MaterialExpressionSubstrate.h | ||
virtual EMaterialValueType GetInputValueType
(
int32 InputIndex |
Materials/MaterialExpressionSubstrate.h | ||
virtual EMaterialValueType GetOutputValueType
(
int32 OutputIndex |
Materials/MaterialExpressionSubstrate.h | ||
virtual bool IsResultSubstrateMaterial
(
int32 OutputIndex |
Marks certain expression types as outputting Substrate material. | Materials/MaterialExpressionSubstrate.h | |
virtual FSubstrateOperator * SubstrateGenerateMaterialTopologyTree
(
FSubstrateTranslatorDataInterface& SubstrateTranslatorData, |
A Substrate material is a tree with FrontMaterial being its root and BSDF being leaves, with operators in the middle. | Materials/MaterialExpressionSubstrate.h |