Module |
|
Header |
/Engine/Source/Runtime/Engine/Public/MaterialSceneTextureId.h |
Include |
#include "MaterialSceneTextureId.h" |
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,
}
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) |
Like EPassInputId but can expose more e.g. GBuffer