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Difference between revisions of "UE2:ColorModifier (UT2003)"

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(Auto-generated page)
 
(same as UT2004, minus defprops)
 
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{{infobox class
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{{UE2:ColorModifier (UT2004)}}
| package = Engine
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| parent1 = Modifier
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| parent2 = Material
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| parent3 = Object
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}}
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{{autogenerated}}
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null
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==Properties==
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===Property group 'ColorModifier'===
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====AlphaBlend====
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'''Type:''' [[bool]]
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<!-- enter variable description -->
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'''Default value:''' True
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====Color====
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'''Type:''' {{tl|Color|Object|structs}}
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<!-- enter variable description -->
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'''Default value:'''
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{| class="list defaults"
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! {{tl|Color||Object structs|Member}}
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! Value
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|-
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| A
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| 255
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|-
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| B
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| 255
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|-
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| G
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| 255
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|-
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| R
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| 255
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|}
+
 
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====RenderTwoSided====
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'''Type:''' [[bool]]
+
 
+
<!-- enter variable description -->
+
 
+
'''Default value:''' True
+

Latest revision as of 00:36, 27 July 2009

UT2003 Object >> Material >> Modifier >> ColorModifier
Package: 
Engine
This class in other games:
U2, U2XMP, UE2Runtime, UT2004

Changes the rendering color of a material. This is similar to drawing the material to a Canvas with a DrawColor other than white. The results of a ColorModifier aren't particularly "stable". In fact, Shaders and Combiners may revert the ColorModifier's effects.

Using a Combiner with CombineOperation = CO_Multiply and a ConstantColor or plain-color Texture as the second material has the same visual result, but is more likely to "survive" additional modifiers.

Properties[edit]

Property group 'ColorModifier'[edit]

AlphaBlend[edit]

Type: bool

Whether the result should be alpha-blended.

Default value: True

Color[edit]

Type: Object.Color

The color to use when rendering the material. White means render unchanged, lower RGB values darken the corresponding RGB channels of the material.

Default value:

Member Value
A 255
B 255
G 255
R 255

RenderTwoSided[edit]

Type: bool

Whether the material should be rendered two-sided.

Default value: True