My program doesn't have bugs. It just develops random features.
UE2:Shader (UT2003)
Object >> Material >> RenderedMaterial >> Shader |
- Package:
- Engine
- This class in other games:
- U2XMP, U2, UE2Runtime, UT2004
Shaders can change a material's opacity mask, apply a specularity and/or light map and a detail material. Unlike Combiners or TexModifiers, shader changes to a material will be lost if the shader is used in another shader or combiner.
Properties
Property group 'Shader'
Detail
Type: Material
Modifiers: editinlineuse
A material that is overlayed onto the diffuse channel. The detail material is scaled according to the DetailScale value. The visibility of detail materials is controlled by the DetailTexMipBias entry of the section for the current render device in UT2004.ini.
DetailScale
Type: float
Scales the detail material, if specified. The detail material's size is divided by this value.
Default value: 8.0
Diffuse
Type: Material
Modifiers: editinlineuse
The diffuse channel of the shader. This is required unless SelfIllumination is specified without a SelfIlluminationMask, in which case Diffuse is ignored.
ModulateSpecular2X
Type: bool
This short section needs to be expanded. |
Opacity
Type: Material
Modifiers: editinlineuse
The opacity channel of the shader. The alpha channel of the specified material is used as opacity of the diffuse channel. If the opacity channel is specified and is different from the diffuse channel, then only BitmapMaterials and ConstantMaterials are allowed. These may also be run through one or more Modifiers.
OutputBlending
Type: EOutputBlending
Specifies the shader's output blending mode. See EOutputBlending type for details.
PerformLightingOnSpecularPass
Type: bool
Unused. Has no effect whatsoever.
SelfIllumination
Type: Material
Modifiers: editinlineuse
The lighting channel of the shader. If no SelfIlluminationMask is specified, this material is used instead of the diffuse channel as the result of the result of the shader, which then is rendered "unlit".
SelfIlluminationMask
Type: Material
Modifiers: editinlineuse
A mask for the lighting channel of the shader. The alpha channel of this material determines, how much and which parts of the SelfIlumination material is applied. This can be used to e.g. make some parts of a surface unlit, while the other parts still use the regular lighting.
Specular
Type: Material
Modifiers: editinlineuse
The specularity channel of the shader. This material is applied over the diffuse channel to create shining effects. The specularity channel is ignored on 3Dfx cards.
SpecularityMask
Type: Material
Modifiers: editinlineuse
A mask for the specularity channel. The alpha channel of this material determines, how much, and which parts of the specularity Specular material is applied.
TwoSided
Type: bool
Specifies whether surfaces using this shader should be rendered even if viewed from behind.
Wireframe
Type: bool
Specifies whether only the borders of surfaces using this shader should be rendered. If applied to a meshes, the wireframe model of the mesh is rendered.
Internal variables
ModulateStaticLighting2X
Type: bool
This short section needs to be expanded. |
Default value: True
Enums
EOutputBlending
This short section needs to be expanded. |
- OB_Normal
- OB_Masked
- OB_Modulate
- OB_Translucent
- OB_Invisible
- OB_Brighten
- OB_Darken
Instance functions
Reset
Overrides: Material.Reset
Delegates the reset call to all materials used in the shader.
Trigger
Overrides: Material.Trigger
Delegates the trigger call to all materials used in the shader.