Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
Difference between revisions of "UE2:FinalBlend (UT2004)"
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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. |
− | + | ||
==Properties== | ==Properties== | ||
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'''Type:''' [[byte]] | '''Type:''' [[byte]] | ||
− | + | The opacity value bound to use for masking when {{tl|AlphaTest}} is enabled. | |
====AlphaTest==== | ====AlphaTest==== | ||
'''Type:''' [[bool]] | '''Type:''' [[bool]] | ||
− | + | 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}} | ||
− | + | The type of frame buffer blending to apply. See {{tl|EFrameBufferBlending}} enum below. | |
====TwoSided==== | ====TwoSided==== | ||
'''Type:''' [[bool]] | '''Type:''' [[bool]] | ||
− | + | Whether the backside of surfaces with this material should be rendered as well. | |
====ZTest==== | ====ZTest==== | ||
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'''Type:''' [[bool]] | '''Type:''' [[bool]] | ||
− | + | 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 | | 17 | ||
|} | |} | ||
− | + | </noinclude> | |
==Enums== | ==Enums== | ||
====EFrameBufferBlending==== | ====EFrameBufferBlending==== | ||
− | + | Frame buffer blending types. | |
− | ; FB_Overwrite : | + | ; 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 : | + | ; FB_AlphaBlend : Uses the alpha channel of the material to blend the background and material colors. |
− | ; FB_AlphaModulate_MightNotFogCorrectly : | + | ; 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 : | + | ; 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 : | + | ; FB_Darken : Subtracts the material colors form the background colors. |
− | ; FB_Brighten : | + | ; FB_Brighten : Adds the alpha-scaled material colors to the original background colors. |
− | ; FB_Invisible : | + | ; FB_Invisible : Renders the material completely transparent. |
Latest revision as of 15:33, 15 August 2009
- Package:
- Engine
- This class in other games:
- UT2003, U2, U2XMP, UE2Runtime
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
Default values[edit]
Property | Value |
---|---|
MaterialType | 17 |
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.