Worst-case scenario: the UEd Goblin wipes the map and burns down your house.

UE2:FinalBlend (UT2003)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UT2003 Object >> Material >> Modifier >> FinalBlend
Package: 
Engine
This class in other games:
U2, U2XMP, UE2Runtime, UT2004

Applies final blending operations to a material. The main uses are enabling transparency for the result of Combiners and textures that have an alpha channel but don't use that, and to fix Z-ordering problems for Emitter particles and Shaders.

Properties[edit]

Property group 'FinalBlend'[edit]

AlphaRef[edit]

Type: byte

The opacity value bound to use for masking when AlphaTest is enabled.

AlphaTest[edit]

Type: bool

If enabled, masks off all parts of the material for which the alpha channel indicates an opacity smaller than AlphaRef.

FrameBufferBlending[edit]

Type: EFrameBufferBlending

The type of frame buffer blending to apply. See EFrameBufferBlending enum below.

TwoSided[edit]

Type: bool

Whether the backside of surfaces with this material should be rendered as well.

ZTest[edit]

Type: bool


Default value: True

ZWrite[edit]

Type: bool

Whether to write to the Z-buffer. Setting this to false changes the way the material is sorted and might fix or cause problems in connection with emitters.

Default value: True

Enums[edit]

EFrameBufferBlending[edit]

Frame buffer blending types.

FB_Overwrite 
Renders the material completely opaque, completely ignoring the background colors.
FB_Modulate 
FB_AlphaBlend 
Uses the alpha channel of the material to blend the background and material colors.
FB_AlphaModulate_MightNotFogCorrectly 
Adds the material colors to the material alpha-scaled background colors. It's a bit like FB_Translucent, but uses the alpha channel instead of the material colors to decide how much the background affects the result.
FB_Translucent 
Adds the material colors to the (material) brightness-scaled background colors. Basically, the brighter the material is, the less the background affects the result.
FB_Darken 
Subtracts the material colors form the background colors.
FB_Brighten 
Adds the alpha-scaled material colors to the original background colors.
FB_Invisible 
Renders the material completely transparent.