- Extends
- MaterialInterface
- Modifiers
- native ( Material ) hidecategories ( object )
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
Core.Object
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+-- Engine.Surface
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+-- Engine.MaterialInterface
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+-- Engine.Material
Direct Known Subclasses:
DecalMaterial, PreviewMaterial
Inherited Variables from Engine.MaterialInterface |
bAutoFlattenMobile, bLockColorBlending, bMobileAllowFog, bUseMobileBumpOffset, bUseMobilePixelSpecular, bUseMobileSpecular, bUseMobileTextureTransform, bUseMobileUniformColorMultiply, bUseMobileVertexColorMultiply, bUseMobileVertexSpecular, bUseMobileWaveVertexMovement, DefaultUniformColor, FixedScaleX, FixedScaleY, FlattenedTexture, LightingGuid, LightmassSettings, MobileAmbientOcclusionSource, MobileBaseTexture, MobileBaseTextureTexCoordsSource, MobileBumpOffsetHeightRatio, MobileBumpOffsetReferencePlane, MobileDetailTexture, MobileDetailTextureTexCoordsSource, MobileEmissiveColor, MobileEmissiveColorSource, MobileEmissiveMaskSource, MobileEmissiveTexture, MobileEnvironmentAmount, MobileEnvironmentBlendMode, MobileEnvironmentColor, MobileEnvironmentFresnelAmount, MobileEnvironmentFresnelExponent, MobileEnvironmentMaskSource, MobileEnvironmentTexture, MobileMaskTexture, MobileMaskTextureTexCoordsSource, MobileMaxVertexMovementAmplitude, MobileNormalTexture, MobileRimLightingColor, MobileRimLightingExponent, MobileRimLightingMaskSource, MobileRimLightingStrength, MobileSpecularColor, MobileSpecularMask, MobileSpecularPower, MobileSwayFrequencyMultiplier, MobileSwayMaxAngle, MobileTangentVertexFrequencyMultiplier, MobileTextureBlendFactorSource, MobileTextureTransformTarget, MobileVerticalFrequencyMultiplier, PannerSpeedX, PannerSpeedY, ParentRefFence, PreviewMesh, RotateSpeed, SineScaleFrequencyMultipler, SineScaleX, SineScaleY, TransformCenterX, TransformCenterY |
Structures Summary |
ColorMaterialInput UseConstant, Constant |
MaterialInput Expression, Mask, MaskR, MaskG, MaskB, MaskA, GCC64_Padding |
ScalarMaterialInput UseConstant, Constant |
Vector2MaterialInput UseConstant, ConstantX, ConstantY |
VectorMaterialInput UseConstant, Constant |
var deprecated bool bIsFallbackMaterial;
var private bool bIsMasked;
var transient duplicatetransient private bool bIsPreviewMaterial;
bUsedAsSpecialEngineMaterial Source code
var duplicatetransient const bool bUsedAsSpecialEngineMaterial;
bUsedWithParticleSystem Source code
var const bool bUsedWithParticleSystem;
var private bool bUsesDistortion;
DefaultMaterialInstances[3] Source code
var const native duplicatetransient
pointer DefaultMaterialInstances[
3];
var native map EditorParameters;
var int EditorPitch;
var int EditorX;
var int EditorY;
var int EditorYaw;
var const native duplicatetransient
pointer MaterialResources[
2];
ReferencedTextureGuids Source code
var private const editoronly array<
guid> ReferencedTextureGuids;
var deprecated private const array<
texture> ReferencedTextures;
SubsurfaceAbsorptionColor Source code
SubsurfaceInscatteringColor Source code
SubsurfaceScatteringRadius Source code
D3D11
bEnableMaskedAntialiasing Source code
var(D3D11) bool bEnableMaskedAntialiasing<bShowOnlyWhenTrue=bShowD3D11Properties>;
bUseImageBasedReflections Source code
var(D3D11) bool bUseImageBasedReflections<bShowOnlyWhenTrue=bShowD3D11Properties>;
EnableSeparateTranslucency Source code
var(D3D11) bool EnableSeparateTranslucency<bShowOnlyWhenTrue=bShowD3D11Properties>;
EnableSubsurfaceScattering Source code
var(D3D11) bool EnableSubsurfaceScattering<bShowOnlyWhenTrue=bShowD3D11Properties>;
ImageReflectionNormalDampening Source code
var(D3D11) float ImageReflectionNormalDampening<bShowOnlyWhenTrue=bShowD3D11Properties>;
Material
var(
Material)
float OpacityMaskClipValue;
Misc
bAllowLightmapSpecular Source code
var(Misc) bool bAllowLightmapSpecular;
var(Misc) bool bPerPixelCameraVector;
var(Misc) float ShadowDepthBias;
var(Misc) bool Wireframe;
MutuallyExclusiveUsage
var(MutuallyExclusiveUsage) const bool bUsedAsLightFunction;
var(MutuallyExclusiveUsage) const bool bUsedWithDecals;
var(MutuallyExclusiveUsage) const bool bUsedWithFogVolumes;
PhysicalMaterial
PhysMaterialMaskUVChannel Source code
Translucency
var(Translucency) bool bAllowFog;
var(Translucency) bool bAllowTranslucencyDoF;
bCastLitTranslucencyShadowAsMasked Source code
var(Translucency) bool bCastLitTranslucencyShadowAsMasked;
var(Translucency) bool bDisableDepthTest;
bTranslucencyInheritDominantShadowsFromOpaque Source code
var(Translucency) bool bTranslucencyInheritDominantShadowsFromOpaque;
bTranslucencyReceiveDominantShadowsFromStatic Source code
var(Translucency) bool bTranslucencyReceiveDominantShadowsFromStatic;
bUseLitTranslucencyDepthPass Source code
var(Translucency) bool bUseLitTranslucencyDepthPass;
bUseLitTranslucencyPostRenderDepthPass Source code
var(Translucency) bool bUseLitTranslucencyPostRenderDepthPass;
bUseOneLayerDistortion Source code
var(Translucency) bool bUseOneLayerDistortion;
var(Translucency) bool TwoSidedSeparatePass;
Usage
var(Usage) const bool bUsedWithAPEXMeshes;
var(Usage) const bool bUsedWithBeamTrails;
bUsedWithFluidSurfaces Source code
var(Usage) const bool bUsedWithFluidSurfaces;
bUsedWithFracturedMeshes Source code
var(Usage) const bool bUsedWithFracturedMeshes;
bUsedWithGammaCorrection Source code
var(Usage) const bool bUsedWithGammaCorrection;
bUsedWithInstancedMeshes Source code
var(Usage) const bool bUsedWithInstancedMeshes;
bUsedWithInstancedMeshParticles Source code
var(Usage) const bool bUsedWithInstancedMeshParticles;
var(Usage) const bool bUsedWithLandscape;
var(Usage) const bool bUsedWithLensFlare;
bUsedWithMaterialEffect Source code
var(Usage) const bool bUsedWithMaterialEffect;
var(Usage) const bool bUsedWithMorphTargets;
bUsedWithParticleSprites Source code
var(Usage) const bool bUsedWithParticleSprites;
bUsedWithParticleSubUV Source code
var(Usage) const bool bUsedWithParticleSubUV;
var(Usage) const bool bUsedWithRadialBlur;
bUsedWithScreenDoorFade Source code
var(Usage) const bool bUsedWithScreenDoorFade;
var(Usage) const bool bUsedWithSkeletalMesh;
var(Usage) const bool bUsedWithSpeedTree;
var(Usage) const bool bUsedWithSplineMeshes;
bUsedWithStaticLighting Source code
var(Usage) const bool bUsedWithStaticLighting;
var(Usage) const bool bUsedWithTerrain;
struct
MaterialInput
{
var MaterialExpression Expression;
var int GCC64_Padding;
var int Mask;
var int MaskA;
var int MaskB;
var int MaskG;
var int MaskR;
};
defaultproperties
{
BlendMode=BLEND_Opaque
DiffuseColor=(Constant=(R=128,G=128,B=128))
DiffusePower=(Constant=1.0)
SpecularColor=(Constant=(R=128,G=128,B=128))
SpecularPower=(Constant=15.0)
Distortion=(ConstantX=0,ConstantY=0)
Opacity=(Constant=1)
OpacityMask=(Constant=1)
OpacityMaskClipValue=0.3333
ShadowDepthBias=0
TwoSidedLightingColor=(Constant=(R=255,G=255,B=255))
SubsurfaceInscatteringColor=(Constant=(R=255,G=255,B=255))
SubsurfaceAbsorptionColor=(Constant=(R=230,G=200,B=200))
bAllowFog=TRUE
bUsedWithStaticLighting=FALSE
bAllowLightmapSpecular=TRUE
PhysMaterialMaskUVChannel=-1
D3D11TessellationMode=MTM_NoTessellation
ImageReflectionNormalDampening=5
}
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Creation time: ti 22-3-2011 19:56:51.812 - Created with
UnCodeX