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UE3:Material (UT3)
Object >> Surface >> MaterialInterface >> Material |
Contents
- 1 Properties
- 1.1 Property group 'Material'
- 1.2 Property group 'Usage'
- 1.2.1 bIsFallbackMaterial
- 1.2.2 bUsedAsLightFunction
- 1.2.3 bUsedAsSpecialEngineMaterial
- 1.2.4 bUsedWithBeamTrails
- 1.2.5 bUsedWithFogVolumes
- 1.2.6 bUsedWithFoliage
- 1.2.7 bUsedWithGammaCorrection
- 1.2.8 bUsedWithInstancedMeshParticles
- 1.2.9 bUsedWithLensFlare
- 1.2.10 bUsedWithParticleSprites
- 1.2.11 bUsedWithParticleSubUV
- 1.2.12 bUsedWithSkeletalMesh
- 1.2.13 bUsedWithSpeedTree
- 1.2.14 bUsedWithStaticLighting
- 1.3 Internal variables
- 1.3.1 bIsMasked
- 1.3.2 bIsPreviewMaterial
- 1.3.3 bUsedWithParticleSystem
- 1.3.4 bUsesDistortion
- 1.3.5 bUsesSceneColor
- 1.3.6 CustomLighting
- 1.3.7 DefaultMaterialInstances
- 1.3.8 DiffuseColor
- 1.3.9 Distortion
- 1.3.10 EditorComments
- 1.3.11 EditorCompounds
- 1.3.12 EditorPitch
- 1.3.13 EditorX
- 1.3.14 EditorY
- 1.3.15 EditorYaw
- 1.3.16 EmissiveColor
- 1.3.17 Expressions
- 1.3.18 MaterialResources
- 1.3.19 Normal
- 1.3.20 Opacity
- 1.3.21 OpacityMask
- 1.3.22 PhysicalMaterial
- 1.3.23 ReferencedTextures
- 1.3.24 SpecularColor
- 1.3.25 SpecularPower
- 1.3.26 TwoSidedLightingColor
- 1.3.27 TwoSidedLightingMask
- 2 Enums
- 3 Structs
- 4 Instance functions
- Package:
- Engine
- Known classes within Material:
- MaterialExpression, MaterialExpressionAbs, MaterialExpressionAdd, MaterialExpressionAppendVector, MaterialExpressionBumpOffset, MaterialExpressionCameraVector, MaterialExpressionCameraWorldPosition, MaterialExpressionCeil, MaterialExpressionClamp, MaterialExpressionComment, MaterialExpressionComponentMask, MaterialExpressionCompound, MaterialExpressionConstant, MaterialExpressionConstant2Vector, MaterialExpressionConstant3Vector, MaterialExpressionConstant4Vector, MaterialExpressionConstantClamp, MaterialExpressionCosine, MaterialExpressionCrossProduct, MaterialExpressionDepthBiasBlend, MaterialExpressionDepthBiasedAlpha, MaterialExpressionDepthBiasedBlend, MaterialExpressionDesaturation, MaterialExpressionDestColor, MaterialExpressionDestDepth, MaterialExpressionDivide, MaterialExpressionDotProduct, MaterialExpressionFlipBookSample, MaterialExpressionFloor, MaterialExpressionFontSample, MaterialExpressionFontSampleParameter, MaterialExpressionFrac, MaterialExpressionFresnel, MaterialExpressionIf, MaterialExpressionLensFlareIntensity, MaterialExpressionLensFlareOcclusion, MaterialExpressionLensFlareRadialDistance, MaterialExpressionLensFlareRayDistance, MaterialExpressionLensFlareSourceDistance, MaterialExpressionLightVector, MaterialExpressionLinearInterpolate, MaterialExpressionMeshEmitterVertexColor, MaterialExpressionMeshSubUV, MaterialExpressionMultiply, MaterialExpressionNormalize, MaterialExpressionOneMinus, MaterialExpressionPanner, MaterialExpressionParameter, MaterialExpressionParticleSubUV, MaterialExpressionPixelDepth, MaterialExpressionPower, MaterialExpressionReflectionVector, MaterialExpressionRotator, MaterialExpressionScalarParameter, MaterialExpressionSceneDepth, MaterialExpressionSceneTexture, MaterialExpressionScreenPosition, MaterialExpressionSine, MaterialExpressionSquareRoot, MaterialExpressionStaticComponentMaskParameter, MaterialExpressionStaticSwitchParameter, MaterialExpressionSubtract, MaterialExpressionTextureCoordinate, MaterialExpressionTextureSample, MaterialExpressionTextureSampleParameter, MaterialExpressionTextureSampleParameter2D, MaterialExpressionTextureSampleParameterCube, MaterialExpressionTextureSampleParameterMovie, MaterialExpressionTime, MaterialExpressionTransform, MaterialExpressionTransformPosition, MaterialExpressionVectorParameter, MaterialExpressionVertexColor
- Direct subclass:
- DecalMaterial
- This class in other games:
- U2, UE2Runtime, UT2003, UT2004, U2XMP, UDK
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties[edit]
Property group 'Material'[edit]
bDisableDepthTest[edit]
Type: bool
Allows the material to disable depth tests, which is only meaningful with translucent blend modes. Disabling depth tests will make rendering significantly slower since no occluded pixels can get zculled.
BlendMode[edit]
Type: EBlendMode
Determines how the material's color is blended with background colors.
FallbackMaterial[edit]
Type: Material
The fallback material, which will be used on sm2 platforms
LightingModel[edit]
Type: EMaterialLightingModel
Determines how inputs are combined to create the material's final color.
OpacityMaskClipValue[edit]
Type: float
If BlendMode is BLEND_Masked, the surface is not rendered where OpacityMask < OpacityMaskClipValue.
Default value: 0.3333
PhysMaterial[edit]
Type: PhysicalMaterial
Physical material to use for this graphics material. Used for sounds, effects etc.
TwoSided[edit]
Type: bool
Indicates that the material should be rendered without backface culling and the normal should be flipped for backfaces.
Wireframe[edit]
Type: bool
Property group 'Usage'[edit]
bIsFallbackMaterial[edit]
Type: bool
Indicates that the material will be used as a fallback on sm2 platforms
bUsedAsLightFunction[edit]
Type: bool
Modifiers: const
bUsedAsSpecialEngineMaterial[edit]
Type: bool
Modifiers: const
bUsedWithBeamTrails[edit]
Type: bool
Modifiers: const
bUsedWithFogVolumes[edit]
Type: bool
Modifiers: const
bUsedWithFoliage[edit]
Type: bool
Modifiers: const
bUsedWithGammaCorrection[edit]
Type: bool
Modifiers: const
Adds an extra pow instruction to the shader using the current render target's gamma value
bUsedWithInstancedMeshParticles[edit]
Type: bool
Modifiers: const
bUsedWithLensFlare[edit]
Type: bool
Modifiers: const
bUsedWithParticleSprites[edit]
Type: bool
Modifiers: const
bUsedWithParticleSubUV[edit]
Type: bool
Modifiers: const
bUsedWithSkeletalMesh[edit]
Type: bool
Modifiers: const
bUsedWithSpeedTree[edit]
Type: bool
Modifiers: const
bUsedWithStaticLighting[edit]
Type: bool
Modifiers: const
Default value: True
Internal variables[edit]
bIsMasked[edit]
Type: bool
Modifiers: private
TRUE if Material is masked and uses custom opacity
bIsPreviewMaterial[edit]
Type: bool
Modifiers: transient, duplicatetransient, private
TRUE if Material is the preview material used in the material editor.
bUsedWithParticleSystem[edit]
Type: bool
Modifiers: const
bUsesDistortion[edit]
Type: bool
Modifiers: private
TRUE if Material uses distortion
bUsesSceneColor[edit]
Type: bool
Modifiers: private
TRUE if Material uses a scene color exprssion
CustomLighting[edit]
Type: ColorMaterialInput
DefaultMaterialInstances[edit]
Type: pointer{class FDefaultMaterialInstance}
Array size: 2
Modifiers: const, native, duplicatetransient
DiffuseColor[edit]
Type: ColorMaterialInput
Default value:
Member | Value | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Constant |
|
Distortion[edit]
Type: Vector2MaterialInput
Allows the material to distort background color by offsetting each background pixel by the amount of the distortion input for that pixel.
EditorComments[edit]
Type: array<MaterialExpressionComment>
Modifiers: editoronly
Array of comments associated with this material; viewed in the material editor.
EditorCompounds[edit]
Type: array<MaterialExpressionCompound>
Modifiers: editoronly
Array of material expression compounds associated with this material; viewed in the material editor.
EditorPitch[edit]
Type: int
EditorX[edit]
Type: int
EditorY[edit]
Type: int
EditorYaw[edit]
Type: int
EmissiveColor[edit]
Type: ColorMaterialInput
Expressions[edit]
Type: array<MaterialExpression>
Array of material expressions, excluding Comments and Compounds. Used by the material editor.
MaterialResources[edit]
Type: pointer{FMaterialResource}
Array size: 2
Modifiers: const, native, duplicatetransient
Normal[edit]
Type: VectorMaterialInput
Opacity[edit]
Type: ScalarMaterialInput
Default value:
Member | Value |
---|---|
Constant | 1.0 |
OpacityMask[edit]
Type: ScalarMaterialInput
Default value:
Member | Value |
---|---|
Constant | 1.0 |
PhysicalMaterial[edit]
Type: class<PhysicalMaterial>
For backwards compatibility only.
ReferencedTextures[edit]
Modifiers: private, const
Array of textures referenced, updated in PostLoad. These are needed to keep the textures used by material resources from getting destroyed by realtime GC.
SpecularColor[edit]
Type: ColorMaterialInput
Default value:
Member | Value | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Constant |
|
SpecularPower[edit]
Type: ScalarMaterialInput
Default value:
Member | Value |
---|---|
Constant | 15.0 |
TwoSidedLightingColor[edit]
Type: ColorMaterialInput
Modulates the lighting without the Lambertian term in two sided lighting.
Default value:
Member | Value | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Constant |
|
TwoSidedLightingMask[edit]
Type: ScalarMaterialInput
Lerps between lighting color (diffuse * attenuation * Lambertian) and lighting without the Lambertian term color (diffuse * attenuation * TwoSidedLightingColor).
Enums[edit]
EBlendMode[edit]
- BLEND_Opaque
- BLEND_Masked
- BLEND_Translucent
- BLEND_Additive
- BLEND_Modulate
EMaterialLightingModel[edit]
- MLM_Phong
- MLM_NonDirectional
- MLM_Unlit
- MLM_SHPRT
- MLM_Custom
Structs[edit]
ColorMaterialInput[edit]
Extends: MaterialInput
- bool UseConstant
- Object.Color Constant
MaterialInput[edit]
- MaterialExpression Expression
- int Mask
- int MaskR
- int MaskG
- int MaskB
- int MaskA
- int GCC64_Padding
- Todo: 64: if the C++ didn't mismirror this structure (with ExpressionInput), we might not need this
ScalarMaterialInput[edit]
Extends: MaterialInput
Vector2MaterialInput[edit]
Extends: MaterialInput
VectorMaterialInput[edit]
Extends: MaterialInput
- bool UseConstant
- Object.Vector Constant
Instance functions[edit]
GetTextures[edit]
Returns the referenced Textures so one may set flats on them (e.g. bForceMiplevelsToBeResident ) *