ESceneTextureId

Like EPassInputId but can expose more e.g. GBuffer

Windows
MacOS
Linux

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Public/MaterialSceneTextureId.h

Include

#include "MaterialSceneTextureId.h"

Syntax

enum ESceneTextureId
{
    PPI_SceneColor,
    PPI_SceneDepth,
    PPI_DiffuseColor,
    PPI_SpecularColor,
    PPI_SubsurfaceColor,
    PPI_BaseColor,
    PPI_Specular,
    PPI_Metallic,
    PPI_WorldNormal,
    PPI_SeparateTranslucency,
    PPI_Opacity,
    PPI_Roughness,
    PPI_MaterialAO,
    PPI_CustomDepth,
    PPI_PostProcessInput0,
    PPI_PostProcessInput1,
    PPI_PostProcessInput2,
    PPI_PostProcessInput3,
    PPI_PostProcessInput4,
    PPI_PostProcessInput5,
    PPI_PostProcessInput6,
    PPI_DecalMask,
    PPI_ShadingModelColor,
    PPI_ShadingModelID,
    PPI_AmbientOcclusion,
    PPI_CustomStencil,
    PPI_StoredBaseColor,
    PPI_StoredSpecular,
    PPI_Velocity,
    PPI_WorldTangent,
    PPI_Anisotropy,
}

Values

Name

Description

PPI_SceneColor

Scene color, normal post process passes should use PostProcessInput0

PPI_SceneDepth

Scene depth, single channel, contains the linear depth of the opaque objects

PPI_DiffuseColor

Material diffuse, RGB color (computed from GBuffer)

PPI_SpecularColor

Material specular, RGB color (computed from GBuffer)

PPI_SubsurfaceColor

Material subsurface, RGB color (GBuffer, only for some ShadingModels)

PPI_BaseColor

Material base, RGB color (GBuffer), can be modified on read by the ShadingModel, consider StoredBasedColor

PPI_Specular

Material specular, single channel (GBuffer), can be modified on read by the ShadingModel, consider StoredSpecular

PPI_Metallic

Material metallic, single channel (GBuffer)

PPI_WorldNormal

Normal, RGB in -1..1 range, not normalized (GBuffer)

PPI_SeparateTranslucency

Not yet supported

PPI_Opacity

Material opacity, single channel (GBuffer)

PPI_Roughness

Material roughness, single channel (GBuffer)

PPI_MaterialAO

Material ambient occlusion, single channel (GBuffer)

PPI_CustomDepth

Scene depth, single channel, contains the linear depth of the opaque objects rendered with CustomDepth (mesh property)

PPI_PostProcessInput0

Input #0 of this postprocess pass, usually the only one hooked up

PPI_PostProcessInput1

Input #1 of this postprocess pass, usually not used

PPI_PostProcessInput2

Input #2 of this postprocess pass, usually not used

PPI_PostProcessInput3

Input #3 of this postprocess pass, usually not used

PPI_PostProcessInput4

Input #4 of this postprocess pass, usually not used

PPI_PostProcessInput5

Input #5 of this postprocess pass, usually not used

PPI_PostProcessInput6

Input #6 of this postprocess pass, usually not used

PPI_DecalMask

Decal Mask, single bit (was moved to stencil for better performance, not accessible at the moment)

PPI_ShadingModelColor

Shading model

PPI_ShadingModelID

Shading model ID

PPI_AmbientOcclusion

Ambient Occlusion, single channel

PPI_CustomStencil

Scene stencil, contains CustomStencil mesh property of the opaque objects rendered with CustomDepth

PPI_StoredBaseColor

Material base, RGB color (GBuffer)

PPI_StoredSpecular

Material specular, single channel (GBuffer)

PPI_Velocity

Scene Velocity

PPI_WorldTangent

Tangent, RGB in -1..1 range, not normalized (GBuffer)

PPI_Anisotropy

Material anisotropy, single channel (GBuffer)

Remarks

Like EPassInputId but can expose more e.g. GBuffer

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