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UE3:Material (UT3)
From Unreal Wiki, The Unreal Engine Documentation Site
| Object >> Surface >> MaterialInterface >> Material |
- Package:
- Engine
- Known classes within Material:
- MaterialExpressionAbs, MaterialExpressionAdd, MaterialExpressionAppendVector, MaterialExpressionBumpOffset, MaterialExpressionCameraVector, MaterialExpressionCameraWorldPosition, MaterialExpressionCeil, MaterialExpressionClamp, MaterialExpressionComment, MaterialExpressionComponentMask, MaterialExpressionCompound, MaterialExpressionConstant2Vector, MaterialExpressionConstant3Vector, MaterialExpressionConstant4Vector, MaterialExpressionConstantClamp, MaterialExpressionConstant, MaterialExpressionCosine, MaterialExpressionCrossProduct, MaterialExpressionDepthBiasBlend, MaterialExpressionDepthBiasedAlpha, MaterialExpressionDepthBiasedBlend, MaterialExpressionDesaturation, MaterialExpressionDestColor, MaterialExpressionDestDepth, MaterialExpressionDivide, MaterialExpressionDotProduct, MaterialExpressionFlipBookSample, MaterialExpressionFloor, MaterialExpressionFontSampleParameter, MaterialExpressionFontSample, MaterialExpressionFrac, MaterialExpressionFresnel, MaterialExpressionIf, MaterialExpressionLensFlareIntensity, MaterialExpressionLensFlareOcclusion, MaterialExpressionLensFlareRadialDistance, MaterialExpressionLensFlareRayDistance, MaterialExpressionLensFlareSourceDistance, MaterialExpressionLightVector, MaterialExpressionLinearInterpolate, MaterialExpressionMeshEmitterVertexColor, MaterialExpressionMeshSubUV, MaterialExpressionMultiply, MaterialExpressionNormalize, MaterialExpressionOneMinus, MaterialExpressionPanner, MaterialExpressionParameter, MaterialExpressionParticleSubUV, MaterialExpressionPixelDepth, MaterialExpressionPower, MaterialExpressionReflectionVector, MaterialExpressionRotator, MaterialExpressionScalarParameter, MaterialExpressionSceneDepth, MaterialExpressionSceneTexture, MaterialExpressionScreenPosition, MaterialExpressionSine, MaterialExpressionSquareRoot, MaterialExpressionStaticComponentMaskParameter, MaterialExpressionStaticSwitchParameter, MaterialExpressionSubtract, MaterialExpressionTextureCoordinate, MaterialExpressionTextureSampleParameter2D, MaterialExpressionTextureSampleParameterCube, MaterialExpressionTextureSampleParameterMovie, MaterialExpressionTextureSampleParameter, MaterialExpressionTextureSample, MaterialExpressionTime, MaterialExpressionTransformPosition, MaterialExpressionTransform, MaterialExpressionVectorParameter, MaterialExpressionVertexColor, MaterialExpression
- Direct subclass:
- DecalMaterial
- This class in other games:
- U2, U2XMP, UDK, UE2Runtime, UT2003, UT2004
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
[edit] Properties
[edit] Property group 'Material'
[edit] bDisableDepthTest
Type: bool
Allows the material to disable depth tests, which is only meaningful with translucent blend modes. Disabling depth tests will make rendering significantly slower since no occluded pixels can get zculled.
[edit] BlendMode
Type: EBlendMode
Determines how the material's color is blended with background colors.
[edit] FallbackMaterial
Type: Material
The fallback material, which will be used on sm2 platforms
[edit] LightingModel
Type: EMaterialLightingModel
Determines how inputs are combined to create the material's final color.
[edit] OpacityMaskClipValue
Type: float
If BlendMode is BLEND_Masked, the surface is not rendered where OpacityMask < OpacityMaskClipValue.
Default value: 0.3333
[edit] PhysMaterial
Type: PhysicalMaterial
Physical material to use for this graphics material. Used for sounds, effects etc.
[edit] TwoSided
Type: bool
Indicates that the material should be rendered without backface culling and the normal should be flipped for backfaces.
[edit] Wireframe
Type: bool
[edit] Property group 'Usage'
[edit] bIsFallbackMaterial
Type: bool
Indicates that the material will be used as a fallback on sm2 platforms
[edit] bUsedAsLightFunction
Type: bool
Modifiers: const
[edit] bUsedAsSpecialEngineMaterial
Type: bool
Modifiers: const
[edit] bUsedWithBeamTrails
Type: bool
Modifiers: const
[edit] bUsedWithFogVolumes
Type: bool
Modifiers: const
[edit] bUsedWithFoliage
Type: bool
Modifiers: const
[edit] bUsedWithGammaCorrection
Type: bool
Modifiers: const
Adds an extra pow instruction to the shader using the current render target's gamma value
[edit] bUsedWithInstancedMeshParticles
Type: bool
Modifiers: const
[edit] bUsedWithLensFlare
Type: bool
Modifiers: const
[edit] bUsedWithParticleSprites
Type: bool
Modifiers: const
[edit] bUsedWithParticleSubUV
Type: bool
Modifiers: const
[edit] bUsedWithSkeletalMesh
Type: bool
Modifiers: const
[edit] bUsedWithSpeedTree
Type: bool
Modifiers: const
[edit] bUsedWithStaticLighting
Type: bool
Modifiers: const
Default value: True
[edit] Internal variables
[edit] bIsMasked
Type: bool
Modifiers: private
TRUE if Material is masked and uses custom opacity
[edit] bIsPreviewMaterial
Type: bool
Modifiers: transient, duplicatetransient, private
TRUE if Material is the preview material used in the material editor.
[edit] bUsedWithParticleSystem
Type: bool
Modifiers: const
[edit] bUsesDistortion
Type: bool
Modifiers: private
TRUE if Material uses distortion
[edit] bUsesSceneColor
Type: bool
Modifiers: private
TRUE if Material uses a scene color exprssion
[edit] CustomLighting
Type: ColorMaterialInput
[edit] DefaultMaterialInstances
Type: pointer{class FDefaultMaterialInstance}
Array size: 2
Modifiers: const, native, duplicatetransient
[edit] DiffuseColor
Type: ColorMaterialInput
Default value:
| Member | Value | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Constant |
|
[edit] Distortion
Type: Vector2MaterialInput
Allows the material to distort background color by offsetting each background pixel by the amount of the distortion input for that pixel.
[edit] EditorComments
Type: array<MaterialExpressionComment>
Modifiers: editoronly
Array of comments associated with this material; viewed in the material editor.
[edit] EditorCompounds
Type: array<MaterialExpressionCompound>
Modifiers: editoronly
Array of material expression compounds associated with this material; viewed in the material editor.
[edit] EditorPitch
Type: int
[edit] EditorX
Type: int
[edit] EditorY
Type: int
[edit] EditorYaw
Type: int
[edit] EmissiveColor
Type: ColorMaterialInput
[edit] Expressions
Type: array<MaterialExpression>
Array of material expressions, excluding Comments and Compounds. Used by the material editor.
[edit] MaterialResources
Type: pointer{FMaterialResource}
Array size: 2
Modifiers: const, native, duplicatetransient
[edit] Normal
Type: VectorMaterialInput
[edit] Opacity
Type: ScalarMaterialInput
Default value:
| Member | Value |
|---|---|
| Constant | 1.0 |
[edit] OpacityMask
Type: ScalarMaterialInput
Default value:
| Member | Value |
|---|---|
| Constant | 1.0 |
[edit] PhysicalMaterial
Type: class<PhysicalMaterial>
For backwards compatibility only.
[edit] ReferencedTextures
Modifiers: private, const
Array of textures referenced, updated in PostLoad. These are needed to keep the textures used by material resources from getting destroyed by realtime GC.
[edit] SpecularColor
Type: ColorMaterialInput
Default value:
| Member | Value | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Constant |
|
[edit] SpecularPower
Type: ScalarMaterialInput
Default value:
| Member | Value |
|---|---|
| Constant | 15.0 |
[edit] TwoSidedLightingColor
Type: ColorMaterialInput
Modulates the lighting without the Lambertian term in two sided lighting.
Default value:
| Member | Value | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Constant |
|
[edit] TwoSidedLightingMask
Type: ScalarMaterialInput
Lerps between lighting color (diffuse * attenuation * Lambertian) and lighting without the Lambertian term color (diffuse * attenuation * TwoSidedLightingColor).
[edit] Enums
[edit] EBlendMode
- BLEND_Opaque
- BLEND_Masked
- BLEND_Translucent
- BLEND_Additive
- BLEND_Modulate
[edit] EMaterialLightingModel
- MLM_Phong
- MLM_NonDirectional
- MLM_Unlit
- MLM_SHPRT
- MLM_Custom
[edit] Structs
[edit] ColorMaterialInput
Extends: MaterialInput
- bool UseConstant
- Object.Color Constant
[edit] MaterialInput
- MaterialExpression Expression
- int Mask
- int MaskR
- int MaskG
- int MaskB
- int MaskA
- int GCC64_Padding
- Todo: 64: if the C++ didn't mismirror this structure (with ExpressionInput), we might not need this
[edit] ScalarMaterialInput
Extends: MaterialInput
[edit] Vector2MaterialInput
Extends: MaterialInput
[edit] VectorMaterialInput
Extends: MaterialInput
- bool UseConstant
- Object.Vector Constant
[edit] Instance functions
[edit] GetTextures
returns the Referneced Textures so one may set flats on them (e.g. bForceMiplevelsToBeResident ) *
