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UE3:Material (UDK)
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| Object >> Surface >> MaterialInterface >> Material |
Contents |
- Package:
- Engine
- Known classes within Material:
- MaterialExpressionAbs, MaterialExpressionAdd, MaterialExpressionAntialiasedTextureMask, MaterialExpressionAppendVector, MaterialExpressionBumpOffset, MaterialExpressionCameraVector, MaterialExpressionCameraWorldPosition, MaterialExpressionCeil, MaterialExpressionClamp, MaterialExpressionComment, MaterialExpressionComponentMask, MaterialExpressionCompound, MaterialExpressionConstant2Vector, MaterialExpressionConstant3Vector, MaterialExpressionConstant4Vector, MaterialExpressionConstantBiasScale, MaterialExpressionConstantClamp, MaterialExpressionConstant, MaterialExpressionCosine, MaterialExpressionCrossProduct, MaterialExpressionCustomTexture, MaterialExpressionCustom, MaterialExpressionDepthBiasBlend, MaterialExpressionDepthBiasedAlpha, MaterialExpressionDepthBiasedBlend, MaterialExpressionDeriveNormalZ, MaterialExpressionDesaturation, MaterialExpressionDestColor, MaterialExpressionDestDepth, MaterialExpressionDistance, MaterialExpressionDivide, MaterialExpressionDotProduct, MaterialExpressionDynamicParameter, MaterialExpressionFlipBookSample, MaterialExpressionFloor, MaterialExpressionFluidNormal, MaterialExpressionFmod, MaterialExpressionFoliageImpulseDirection, MaterialExpressionFoliageNormalizedRotationAxisAndAngle, MaterialExpressionFontSampleParameter, MaterialExpressionFontSample, MaterialExpressionFrac, MaterialExpressionFresnel, MaterialExpressionIf, MaterialExpressionLensFlareIntensity, MaterialExpressionLensFlareOcclusion, MaterialExpressionLensFlareRadialDistance, MaterialExpressionLensFlareRayDistance, MaterialExpressionLensFlareSourceDistance, MaterialExpressionLightVector, MaterialExpressionLightmapUVs, MaterialExpressionLightmassReplace, MaterialExpressionLinearInterpolate, MaterialExpressionMeshEmitterDynamicParameter, MaterialExpressionMeshEmitterVertexColor, MaterialExpressionMeshSubUVBlend, MaterialExpressionMeshSubUV, MaterialExpressionMultiply, MaterialExpressionNormalize, MaterialExpressionObjectOrientation, MaterialExpressionObjectRadius, MaterialExpressionObjectWorldPosition, MaterialExpressionOcclusionPercentage, MaterialExpressionOneMinus, MaterialExpressionPanner, MaterialExpressionParameter, MaterialExpressionParticleMacroUV, MaterialExpressionParticleSubUV, MaterialExpressionPerInstanceRandom, MaterialExpressionPixelDepth, MaterialExpressionPower, MaterialExpressionReflectionVector, MaterialExpressionRotateAboutAxis, MaterialExpressionRotator, MaterialExpressionScalarParameter, MaterialExpressionSceneDepth, MaterialExpressionSceneTexture, MaterialExpressionScreenPosition, MaterialExpressionSine, MaterialExpressionSphereMask, MaterialExpressionSquareRoot, MaterialExpressionStaticComponentMaskParameter, MaterialExpressionStaticSwitchParameter, MaterialExpressionSubtract, MaterialExpressionTextureCoordinate, MaterialExpressionTextureSampleParameter2D, MaterialExpressionTextureSampleParameterCube, MaterialExpressionTextureSampleParameterMeshSubUVBlend, MaterialExpressionTextureSampleParameterMeshSubUV, MaterialExpressionTextureSampleParameterMovie, MaterialExpressionTextureSampleParameterNormal, MaterialExpressionTextureSampleParameterSubUV, MaterialExpressionTextureSampleParameter, MaterialExpressionTextureSample, MaterialExpressionTime, MaterialExpressionTransformPosition, MaterialExpressionTransform, MaterialExpressionTwoSidedSign, MaterialExpressionVectorParameter, MaterialExpressionVertexColor, MaterialExpressionWindDirectionAndSpeed, MaterialExpressionWorldNormal, MaterialExpressionWorldPosition, MaterialExpression
- Direct subclass:
- DecalMaterial
- This class in other games:
- U2, U2XMP, UE2Runtime, UT2003, UT2004, UT3
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[edit] Properties
See Material properties.
[edit] Enums
[edit] EBlendMode
Note: This is mirrored in Lightmass, be sure to update the blend mode structure and logic there if this changes.
- BLEND_Opaque
- This type is good for solid Objects.
- BLEND_Masked
- BLEND_Translucent
- This type is good for modeling glass material and everything like that.
- BLEND_Additive
- This is add just COLOR information to our material( for example,can be used for modeling laser material)
- BLEND_Modulate
- BLEND_SoftMasked
[edit] EMaterialLightingModel
- MLM_Phong
- MLM_NonDirectional
- MLM_Unlit
- MLM_SHPRT
- MLM_Custom
- MLM_Anisotropic
[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
