UE2:FinalBlend (UT2004): Difference between revisions

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Applies final blending operations to a material. The main uses are enabling transparency for the result of {{cl|Combiner}}s and textures that have an alpha channel but don't use that, and to fix Z-ordering problems for {{cl|Emitter}} particles and {{cl|Shader}}s.
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==Properties==
==Properties==
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'''Type:''' [[byte]]
'''Type:''' [[byte]]


<!-- enter variable description -->
The opacity value bound to use for masking when {{tl|AlphaTest}} is enabled.


====AlphaTest====
====AlphaTest====
'''Type:''' [[bool]]
'''Type:''' [[bool]]


<!-- enter variable description -->
If enabled, masks off all parts of the material for which the alpha channel indicates an opacity smaller than {{tl|AlphaRef}}.


====FrameBufferBlending====
====FrameBufferBlending====
'''Type:''' {{tl|EFrameBufferBlending}}
'''Type:''' {{tl|EFrameBufferBlending}}


<!-- enter variable description -->
The type of frame buffer blending to apply. See {{tl|EFrameBufferBlending}} enum below.


====TwoSided====
====TwoSided====
'''Type:''' [[bool]]
'''Type:''' [[bool]]


<!-- enter variable description -->
Whether the backside of surfaces with this material should be rendered as well.


====ZTest====
====ZTest====
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'''Type:''' [[bool]]
'''Type:''' [[bool]]


<!-- enter variable description -->
Whether to write to the [[wp:Z-buffer|Z-buffer]]. Setting this to false changes the way the material is sorted and might fix or cause problems in connection with {{cl|emitter}}s.


'''Default value:''' True
'''Default value:''' True
 
<noinclude>
===Default values===
===Default values===
{| class="list defaults"
{| class="list defaults"
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| 17
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</noinclude>
==Enums==
==Enums==
====EFrameBufferBlending====
====EFrameBufferBlending====
<!-- enter enum description -->
Frame buffer blending types.
; FB_Overwrite : <!-- enter enum value description -->
; FB_Overwrite : Renders the material completely opaque, completely ignoring the background colors.
; FB_Modulate : <!-- enter enum value description -->
; FB_Modulate : <!-- enter enum value description -->
; FB_AlphaBlend : <!-- enter enum value description -->
; FB_AlphaBlend : Uses the alpha channel of the material to blend the background and material colors.
; FB_AlphaModulate_MightNotFogCorrectly : <!-- enter enum value description -->
; 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 : <!-- enter enum value description -->
; 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 : <!-- enter enum value description -->
; FB_Darken : Subtracts the material colors form the background colors.
; FB_Brighten : <!-- enter enum value description -->
; FB_Brighten : Adds the alpha-scaled material colors to the original background colors.
; FB_Invisible : <!-- enter enum value description -->
; FB_Invisible : Renders the material completely transparent.

Latest revision as of 15:33, 15 August 2009

UT2004 Object >> Material >> Modifier >> FinalBlend
Package:
Engine
This class in other games:

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

Property group 'FinalBlend'

AlphaRef

Type: byte

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

AlphaTest

Type: bool

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

FrameBufferBlending

Type: EFrameBufferBlending

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

TwoSided

Type: bool

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

ZTest

Type: bool


Default value: True

ZWrite

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

Default values

Property Value
MaterialType 17

Enums

EFrameBufferBlending

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.