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UE3:Material properties (UDK)
Object >> Surface >> MaterialInterface >> Material (properties) |
Contents
- 1 Properties
- 1.1 Property group 'Material'
- 1.2 Property group 'Translucency'
- 1.3 Property group 'Usage'
- 1.3.1 bUsedAsLightFunction
- 1.3.2 bUsedWithBeamTrails
- 1.3.3 bUsedWithDecals
- 1.3.4 bUsedWithFluidSurfaces
- 1.3.5 bUsedWithFogVolumes
- 1.3.6 bUsedWithFoliage
- 1.3.7 bUsedWithFracturedMeshes
- 1.3.8 bUsedWithGammaCorrection
- 1.3.9 bUsedWithInstancedMeshes
- 1.3.10 bUsedWithInstancedMeshParticles
- 1.3.11 bUsedWithLensFlare
- 1.3.12 bUsedWithMaterialEffect
- 1.3.13 bUsedWithMorphTargets
- 1.3.14 bUsedWithParticleSprites
- 1.3.15 bUsedWithParticleSubUV
- 1.3.16 bUsedWithRadialBlur
- 1.3.17 bUsedWithSkeletalMesh
- 1.3.18 bUsedWithSpeedTree
- 1.3.19 bUsedWithSplineMeshes
- 1.3.20 bUsedWithStaticLighting
- 1.4 Internal variables
- 1.4.1 AnisotropicDirection
- 1.4.2 bIsFallbackMaterial
- 1.4.3 bIsMasked
- 1.4.4 bIsPreviewMaterial
- 1.4.5 bUsedAsSpecialEngineMaterial
- 1.4.6 bUsedWithParticleSystem
- 1.4.7 bUsesDistortion
- 1.4.8 CustomLighting
- 1.4.9 CustomSkylightDiffuse
- 1.4.10 DefaultMaterialInstances
- 1.4.11 DiffuseColor
- 1.4.12 DiffusePower
- 1.4.13 Distortion
- 1.4.14 EditorComments
- 1.4.15 EditorCompounds
- 1.4.16 EditorParameters
- 1.4.17 EditorPitch
- 1.4.18 EditorX
- 1.4.19 EditorY
- 1.4.20 EditorYaw
- 1.4.21 EmissiveColor
- 1.4.22 Expressions
- 1.4.23 FallbackMaterial
- 1.4.24 MaterialResources
- 1.4.25 Normal
- 1.4.26 Opacity
- 1.4.27 OpacityMask
- 1.4.28 PhysicalMaterial
- 1.4.29 ReferencedTextureGuids
- 1.4.30 ReferencedTextures
- 1.4.31 SpecularColor
- 1.4.32 SpecularPower
- 1.4.33 TwoSidedLightingColor
- 1.4.34 TwoSidedLightingMask
- 1.4.35 WorldPositionOffset
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Properties[edit]
Property group 'Material'[edit]
BlendMode[edit]
Type: EBlendMode
Determines how the material's color is blended with background colors.
bPerPixelCameraVector[edit]
Type: bool
When enabled, the camera vector will be computed in the pixel shader instead of the vertex shader which may improve the quality of the reflection. Enabling this setting also allows VertexColor expressions to be used alongside Transform expressions.
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 or BLEND_SoftMasked, 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.
TwoSidedSeparatePass[edit]
Type: bool
Indicates that the material should be rendered in its own pass. Used for hair renderering
Wireframe[edit]
Type: bool
Property group 'Translucency'[edit]
bAllowFog[edit]
Type: bool
Whether the material should allow fog or be unaffected by fog. This only has meaning for materials with translucent blend modes.
Default value: True
bCastLitTranslucencyShadowAsMasked[edit]
Type: bool
If this is set, lit translucent objects will cast shadow as if they were masked
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.
bUseLitTranslucencyDepthPass[edit]
Type: bool
If this is set, a depth-only pass for will be rendered for solid (A=255) areas of dynamic lit translucency primitives. This improves hair sorting at the extra render cost.
bUseLitTranslucencyPostRenderDepthPass[edit]
Type: bool
If this is set, a depth-only pass for will be rendered for any visible (A>0) areas of dynamic lit translucency primitives. This is necessary for correct fog and DoF of hair
bUseOneLayerDistortion[edit]
Type: bool
Whether the material should use one-layer distortion, which can be cheaper than normal distortion for some primitive types (mainly fluid surfaces). One layer distortion won't handle overlapping one layer distortion primitives correctly. This causes an extra scene color resolve for the first primitive that uses one layer distortion and so should only be used in very specific circumstances.
Property group 'Usage'[edit]
bUsedAsLightFunction[edit]
Type: bool
Modifiers: const
bUsedWithBeamTrails[edit]
Type: bool
Modifiers: const
bUsedWithDecals[edit]
Type: bool
Modifiers: const
WARNING: bUsedWithDecals is mutually exclusive with all other mesh type usage flags! A material with bUsedWithDecals=true will not work on any other mesh type.
bUsedWithFluidSurfaces[edit]
Type: bool
Modifiers: const
bUsedWithFogVolumes[edit]
Type: bool
Modifiers: const
Indicates that the material is used on fog volumes. This usage flag is mutually exclusive with all other mesh type usage flags!
bUsedWithFoliage[edit]
Type: bool
Modifiers: const
bUsedWithFracturedMeshes[edit]
Type: bool
Modifiers: const
bUsedWithGammaCorrection[edit]
Type: bool
Modifiers: const
Gamma corrects the output of the base pass using the current render target's gamma value. This must be set on materials used with UIScenes to get correct results.
bUsedWithInstancedMeshes[edit]
Type: bool
Modifiers: const
bUsedWithInstancedMeshParticles[edit]
Type: bool
Modifiers: const
Enables instancing for mesh particles. Use the "Vertex Color" node when enabled, not "MeshEmit VertColor."
bUsedWithLensFlare[edit]
Type: bool
Modifiers: const
bUsedWithMaterialEffect[edit]
Type: bool
Modifiers: const
bUsedWithMorphTargets[edit]
Type: bool
Modifiers: const
bUsedWithParticleSprites[edit]
Type: bool
Modifiers: const
bUsedWithParticleSubUV[edit]
Type: bool
Modifiers: const
bUsedWithRadialBlur[edit]
Type: bool
Modifiers: const
bUsedWithSkeletalMesh[edit]
Type: bool
Modifiers: const
Indicates that the material and its instances can be assigned to skeletal meshes. This will result in the shaders required to support skeletal meshes being compiled which will increase shader compile time and memory usage.
bUsedWithSpeedTree[edit]
Type: bool
Modifiers: const
bUsedWithSplineMeshes[edit]
Type: bool
Modifiers: const
bUsedWithStaticLighting[edit]
Type: bool
Modifiers: const
Internal variables[edit]
AnisotropicDirection[edit]
Type: VectorMaterialInput
Specify a vector to use as anisotropic direction
bIsFallbackMaterial[edit]
Type: bool
Indicates that the material will be used as a fallback on sm2 platforms
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.
bUsedAsSpecialEngineMaterial[edit]
Type: bool
Modifiers: duplicatetransient, const
This is a special usage flag that allows a material to be assignable to any primitive type. This is useful for materials used by code to implement certain viewmodes, for example the default material or lighting only material. The cost is that nearly 20x more shaders will be compiled for the material than the average material, which will greatly increase shader compile time and memory usage. This flag should only be set when absolutely necessary, and is purposefully not exposed to the UI to prevent abuse.
bUsedWithParticleSystem[edit]
Type: bool
Modifiers: const
bUsesDistortion[edit]
Type: bool
Modifiers: private
TRUE if Material uses distortion
CustomLighting[edit]
Type: ColorMaterialInput
Use a custom light transfer equation to be factored with light color, attenuation and shadowing. This is currently only used for Movable, Toggleable and Dominant light contribution. LightVector can be used in this material input and will be set to the tangent space light direction of the current light being rendered.
CustomSkylightDiffuse[edit]
Type: ColorMaterialInput
Use a custom diffuse factor for attenuation with lights that only support a diffuse term. This should only be the diffuse color coefficient, and must not depend on LightVector. This is currently used with skylights, SH lights, materials exported to lightmass and directional lightmap contribution.
DefaultMaterialInstances[edit]
Type: pointer{class FDefaultMaterialInstance}
Array size: 2
Modifiers: const, native, duplicatetransient
DiffuseColor[edit]
Type: ColorMaterialInput
Default value:
Member | Value | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Constant |
|
DiffusePower[edit]
Type: ScalarMaterialInput
Default value:
Member | Value |
---|---|
Constant | 1.0 |
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.
EditorParameters[edit]
Type: Map{FName, TArray<UMaterialExpression*>}
Modifiers: native
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.
FallbackMaterial[edit]
Type: Material
Modifiers: duplicatetransient
The fallback material, which will be used on sm2 platforms
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.
ReferencedTextureGuids[edit]
Type: array<Object.Guid>
Modifiers: private, const, editoronly
ReferencedTextures[edit]
Modifiers: deprecated, private, const
Legacy texture references, now handled by FMaterial.
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).
WorldPositionOffset[edit]
Type: VectorMaterialInput
Adds to world position in the vertex shader.