Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
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[edit]
Property group 'Shader'[edit]
Detail[edit]
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[edit]
Type: float
Scales the detail material, if specified. The detail material's size is divided by this value.
Default value: 8.0
Diffuse[edit]
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[edit]
Type: bool
This short section needs to be expanded. |
Opacity[edit]
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[edit]
Type: EOutputBlending
Specifies the shader's output blending mode. See EOutputBlending type for details.
PerformLightingOnSpecularPass[edit]
Type: bool
Unused. Has no effect whatsoever.
SelfIllumination[edit]
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[edit]
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[edit]
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[edit]
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[edit]
Type: bool
Specifies whether surfaces using this shader should be rendered even if viewed from behind.
Wireframe[edit]
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[edit]
ModulateStaticLighting2X[edit]
Type: bool
This short section needs to be expanded. |
Default value: True
Enums[edit]
EOutputBlending[edit]
This short section needs to be expanded. |
- OB_Normal
- OB_Masked
- OB_Modulate
- OB_Translucent
- OB_Invisible
- OB_Brighten
- OB_Darken
Instance functions[edit]
Reset[edit]
Overrides: Material.Reset
Delegates the reset call to all materials used in the shader.
Trigger[edit]
Overrides: Material.Trigger
Delegates the trigger call to all materials used in the shader.