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Engine.Material

Extends
MaterialInterface
Modifiers
native hidecategories ( object ) collapsecategories

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.Surface
   |   
   +-- Engine.MaterialInterface
      |   
      +-- Engine.Material

Direct Known Subclasses:

DecalMaterial

Variables Summary
boolbIsMasked
boolbIsPreviewMaterial
boolbUsedWithParticleSystem
boolbUsesDistortion
boolbUsesSceneColor
ColorMaterialInputCustomLighting
pointerDefaultMaterialInstances[2]
ColorMaterialInputDiffuseColor
Vector2MaterialInputDistortion
array<MaterialExpressionComment>EditorComments
array<MaterialExpressionCompound>EditorCompounds
intEditorPitch
intEditorX
intEditorY
intEditorYaw
ColorMaterialInputEmissiveColor
array<MaterialExpression>Expressions
pointerMaterialResources[2]
VectorMaterialInputNormal
ScalarMaterialInputOpacity
ScalarMaterialInputOpacityMask
class<PhysicalMaterial>PhysicalMaterial
array<texture>ReferencedTextures
ColorMaterialInputSpecularColor
ScalarMaterialInputSpecularPower
ColorMaterialInputTwoSidedLightingColor
ScalarMaterialInputTwoSidedLightingMask
Material
boolbDisableDepthTest
EBlendModeBlendMode
MaterialFallbackMaterial
EMaterialLightingModelLightingModel
floatOpacityMaskClipValue
PhysicalMaterialPhysMaterial
boolTwoSided
boolWireframe
Usage
boolbIsFallbackMaterial
boolbUsedAsLightFunction
boolbUsedAsSpecialEngineMaterial
boolbUsedWithBeamTrails
boolbUsedWithFogVolumes
boolbUsedWithFoliage
boolbUsedWithGammaCorrection
boolbUsedWithInstancedMeshParticles
boolbUsedWithLensFlare
boolbUsedWithParticleSprites
boolbUsedWithParticleSubUV
boolbUsedWithSkeletalMesh
boolbUsedWithSpeedTree
boolbUsedWithStaticLighting
Inherited Variables from Engine.MaterialInterface
PreviewMesh

Enumerations Summary
EBlendMode
BLEND_Opaque, BLEND_Masked, BLEND_Translucent, BLEND_Additive, BLEND_Modulate
EMaterialLightingModel
MLM_Phong, MLM_NonDirectional, MLM_Unlit, MLM_SHPRT, MLM_Custom

Structures Summary
ColorMaterialInput
UseConstant, Constant
MaterialInput
Expression, Mask, MaskR, MaskG, MaskB, MaskA, GCC64_Padding
ScalarMaterialInput
UseConstant, Constant
Vector2MaterialInput
UseConstant, ConstantX, ConstantY
VectorMaterialInput
UseConstant, Constant

Functions Summary
functionarray<textureGetTextures ()))
Inherited Functions from Engine.MaterialInterface
GetFontParameterValue, GetMaterial, GetPhysicalMaterial, GetScalarCurveParameterValue, GetScalarParameterValue, GetTextureParameterValue, GetVectorCurveParameterValue, GetVectorParameterValue
Inherited Functions from Engine.Surface
GetSurfaceHeight, GetSurfaceWidth


Variables Detail

bIsMasked Source code

var private bool bIsMasked;
TRUE if Material is masked and uses custom opacity

bIsPreviewMaterial Source code

var transient duplicatetransient private bool bIsPreviewMaterial;
TRUE if Material is the preview material used in the material editor.

bUsedWithParticleSystem Source code

var const bool bUsedWithParticleSystem;

bUsesDistortion Source code

var private bool bUsesDistortion;
TRUE if Material uses distortion

bUsesSceneColor Source code

var private bool bUsesSceneColor;
TRUE if Material uses a scene color exprssion

CustomLighting Source code

var ColorMaterialInput CustomLighting;

DefaultMaterialInstances[2] Source code

var const native duplicatetransient pointer DefaultMaterialInstances[2];

DiffuseColor Source code

var ColorMaterialInput DiffuseColor;

Distortion Source code

var Vector2MaterialInput Distortion;
Allows the material to distort background color by offsetting each background pixel by the amount of the distortion input for that pixel.

EditorComments Source code

var editoronly array<MaterialExpressionComment> EditorComments;
Array of comments associated with this material; viewed in the material editor.

EditorCompounds Source code

var editoronly array<MaterialExpressionCompound> EditorCompounds;
Array of material expression compounds associated with this material; viewed in the material editor.

EditorPitch Source code

var int EditorPitch;

EditorX Source code

var int EditorX;

EditorY Source code

var int EditorY;

EditorYaw Source code

var int EditorYaw;

EmissiveColor Source code

var ColorMaterialInput EmissiveColor;

Expressions Source code

var array<MaterialExpression> Expressions;
Array of material expressions, excluding Comments and Compounds. Used by the material editor.

MaterialResources[2] Source code

var const native duplicatetransient pointer MaterialResources[2];

Normal Source code

var VectorMaterialInput Normal;

Opacity Source code

var ScalarMaterialInput Opacity;

OpacityMask Source code

var ScalarMaterialInput OpacityMask;

PhysicalMaterial Source code

var class<PhysicalMaterial> PhysicalMaterial;
For backwards compatibility only.

ReferencedTextures Source code

var private const array<texture> ReferencedTextures;
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 Source code

var ColorMaterialInput SpecularColor;

SpecularPower Source code

var ScalarMaterialInput SpecularPower;

TwoSidedLightingColor Source code

var ColorMaterialInput TwoSidedLightingColor;
Modulates the lighting without the Lambertian term in two sided lighting.

TwoSidedLightingMask Source code

var ScalarMaterialInput TwoSidedLightingMask;
Lerps between lighting color (diffuse * attenuation * Lambertian) and lighting without the Lambertian term color (diffuse * attenuation * TwoSidedLightingColor).

Material

bDisableDepthTest Source code

var(Material) bool bDisableDepthTest;
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 Source code

var(Material) EBlendMode BlendMode;
Determines how the material's color is blended with background colors.

FallbackMaterial Source code

var(Material) Material FallbackMaterial;
The fallback material, which will be used on sm2 platforms

LightingModel Source code

var(Material) EMaterialLightingModel LightingModel;
Determines how inputs are combined to create the material's final color.

OpacityMaskClipValue Source code

var(Material) float OpacityMaskClipValue;
If BlendMode is BLEND_Masked, the surface is not rendered where OpacityMask < OpacityMaskClipValue.

PhysMaterial Source code

var(Material) PhysicalMaterial PhysMaterial;
Physical material to use for this graphics material. Used for sounds, effects etc.

TwoSided Source code

var(Material) bool TwoSided;
Indicates that the material should be rendered without backface culling and the normal should be flipped for backfaces.

Wireframe Source code

var(Material) bool Wireframe;

Usage

bIsFallbackMaterial Source code

var(Usage) bool bIsFallbackMaterial;
Indicates that the material will be used as a fallback on sm2 platforms

bUsedAsLightFunction Source code

var(Usage) const bool bUsedAsLightFunction;

bUsedAsSpecialEngineMaterial Source code

var(Usage) const bool bUsedAsSpecialEngineMaterial;

bUsedWithBeamTrails Source code

var(Usage) const bool bUsedWithBeamTrails;

bUsedWithFogVolumes Source code

var(Usage) const bool bUsedWithFogVolumes;

bUsedWithFoliage Source code

var(Usage) const bool bUsedWithFoliage;

bUsedWithGammaCorrection Source code

var(Usage) const bool bUsedWithGammaCorrection;
Adds an extra pow instruction to the shader using the current render target's gamma value

bUsedWithInstancedMeshParticles Source code

var(Usage) const bool bUsedWithInstancedMeshParticles;

bUsedWithLensFlare Source code

var(Usage) const bool bUsedWithLensFlare;

bUsedWithParticleSprites Source code

var(Usage) const bool bUsedWithParticleSprites;

bUsedWithParticleSubUV Source code

var(Usage) const bool bUsedWithParticleSubUV;

bUsedWithSkeletalMesh Source code

var(Usage) const bool bUsedWithSkeletalMesh;

bUsedWithSpeedTree Source code

var(Usage) const bool bUsedWithSpeedTree;

bUsedWithStaticLighting Source code

var(Usage) const bool bUsedWithStaticLighting;


Enumerations Detail

EBlendMode Source code

enum EBlendMode
{
BLEND_Opaque, BLEND_Masked, BLEND_Translucent, BLEND_Additive, BLEND_Modulate
};

EMaterialLightingModel Source code

enum EMaterialLightingModel
{
MLM_Phong, MLM_NonDirectional, MLM_Unlit, MLM_SHPRT, MLM_Custom
};


Structures Detail

ColorMaterialInput Source code

struct ColorMaterialInput extends MaterialInput
{
var color Constant;
var bool UseConstant;
};


MaterialInput Source code

struct MaterialInput
{
var MaterialExpression Expression;
var int GCC64_Padding;
var int Mask;
var int MaskA;
var int MaskB;
var int MaskG;
var int MaskR;
};


ScalarMaterialInput Source code

struct ScalarMaterialInput extends MaterialInput
{
var float Constant;
var bool UseConstant;
};


Vector2MaterialInput Source code

struct Vector2MaterialInput extends MaterialInput
{
var float ConstantX;
var float ConstantY;
var bool UseConstant;
};


VectorMaterialInput Source code

struct VectorMaterialInput extends MaterialInput
{
var vector Constant;
var bool UseConstant;
};



Functions Detail

GetTextures Source code

function array<texture> GetTextures ( ) )
returns the Referneced Textures so one may set flats on them (e.g. bForceMiplevelsToBeResident )


Defaultproperties

defaultproperties
{
   DiffuseColor=(Constant=(B=128,G=128,R=128,A=0))
   SpecularColor=(Constant=(B=128,G=128,R=128,A=0))
   SpecularPower=(Constant=15.000000)
   Opacity=(Constant=1.000000)
   OpacityMask=(Constant=1.000000)
   OpacityMaskClipValue=0.333300
   TwoSidedLightingColor=(Constant=(B=255,G=255,R=255,A=0))
   bUsedWithStaticLighting=True
   Name="Default__Material"
   ObjectArchetype=MaterialInterface'Engine.Default__MaterialInterface'
}

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Creation time: sk 18-3-2018 10:00:38.941 - Created with UnCodeX