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UE3:Material (UDK)

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UDK Object >> Surface >> MaterialInterface >> Material

Contents

Package: 
Engine
Known classes within Material:
MaterialExpressionAbs, MaterialExpressionAdd, 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, MaterialExpressionDivide, MaterialExpressionDotProduct, MaterialExpressionDynamicParameter, MaterialExpressionFlipBookSample, MaterialExpressionFloor, MaterialExpressionFluidNormal, MaterialExpressionFmod, MaterialExpressionFontSampleParameter, MaterialExpressionFontSample, MaterialExpressionFrac, MaterialExpressionFresnel, MaterialExpressionIf, MaterialExpressionLensFlareIntensity, MaterialExpressionLensFlareOcclusion, MaterialExpressionLensFlareRadialDistance, MaterialExpressionLensFlareRayDistance, MaterialExpressionLensFlareSourceDistance, MaterialExpressionLightVector, MaterialExpressionLightmapUVs, MaterialExpressionLightmassReplace, MaterialExpressionLinearInterpolate, MaterialExpressionMeshEmitterDynamicParameter, MaterialExpressionMeshEmitterVertexColor, MaterialExpressionMeshSubUVBlend, MaterialExpressionMeshSubUV, MaterialExpressionMultiply, MaterialExpressionNormalize, MaterialExpressionObjectOrientation, MaterialExpressionObjectRadius, MaterialExpressionObjectWorldPosition, MaterialExpressionOneMinus, MaterialExpressionPanner, MaterialExpressionParameter, MaterialExpressionParticleMacroUV, MaterialExpressionParticleSubUV, MaterialExpressionPixelDepth, MaterialExpressionPower, MaterialExpressionReflectionVector, MaterialExpressionRotator, MaterialExpressionScalarParameter, MaterialExpressionSceneDepth, MaterialExpressionSceneTexture, MaterialExpressionScreenPosition, MaterialExpressionSine, MaterialExpressionSquareRoot, MaterialExpressionStaticComponentMaskParameter, MaterialExpressionStaticSwitchParameter, MaterialExpressionSubtract, MaterialExpressionTextureCoordinate, MaterialExpressionTextureSampleParameter2D, MaterialExpressionTextureSampleParameterCube, MaterialExpressionTextureSampleParameterMeshSubUVBlend, MaterialExpressionTextureSampleParameterMeshSubUV, MaterialExpressionTextureSampleParameterMovie, MaterialExpressionTextureSampleParameterNormal, MaterialExpressionTextureSampleParameterSubUV, MaterialExpressionTextureSampleParameter, MaterialExpressionTextureSample, MaterialExpressionTime, MaterialExpressionTransformPosition, MaterialExpressionTransform, MaterialExpressionVectorParameter, MaterialExpressionVertexColor, MaterialExpressionWindDirectionAndSpeed, MaterialExpressionWorldPosition, MaterialExpression
Direct subclass:
DecalMaterial
This class in other games:
U2, U2XMP, UE2Runtime, UT2003, UT2004, UT3


[edit] Properties

See Material properties.

[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 
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

bool UseConstant 
float Constant 

[edit] Vector2MaterialInput

Extends: MaterialInput

bool UseConstant 
float ConstantX 
float ConstantY 

[edit] VectorMaterialInput

Extends: MaterialInput

bool UseConstant 
Object.Vector Constant 

[edit] Instance functions

[edit] GetTextures

function array<TextureGetTextures ()

returns the Referneced Textures so one may set flats on them (e.g. bForceMiplevelsToBeResident ) *