I love the smell of UnrealEd crashing in the morning. – tarquin

UE2:Shader (UT2004)

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

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


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


Default value: True

Default values[edit]

Property Value
MaterialType 4

Enums[edit]

EOutputBlending[edit]

OB_Normal 
OB_Masked 
OB_Modulate 
OB_Translucent 
OB_Invisible 
OB_Brighten 
OB_Darken 

Instance functions[edit]

Reset[edit]

function Reset ()

Overrides: Material.Reset

Delegates the reset call to all materials used in the shader.

Trigger[edit]

function Trigger (Actor Other, Actor EventInstigator)

Overrides: Material.Trigger

Delegates the trigger call to all materials used in the shader.