Module |
|
Header |
/Engine/Source/Runtime/Engine/Classes/Engine/SubsurfaceProfile.h |
Include |
#include "Engine/SubsurfaceProfile.h" |
struct FSubsurfaceProfileStruct
Struct with all the settings we want in USubsurfaceProfile, separate to make it easer to pass this data around in the engine.
Name | Description | ||
---|---|---|---|
|
bEnableBurley |
Effective only when Burley subsurface scattering is enabled in cmd. |
|
|
BoundaryColorBleed |
||
|
float |
ExtinctionScale |
|
|
FalloffColor |
Defines the per-channel falloff of the gradients produced by the subsurface scattering events, can be used to fine tune the color of the gradients (called "falloff" in SeparableSSS, default there: 1, 0.37, 0.3) |
|
|
float |
IOR |
|
|
float |
LobeMix |
|
|
MeanFreePathColor |
Controls how far light goes into the subsurface in the Red, Green and Blue channel. |
|
|
float |
MeanFreePathDistance |
Subsurface mean free path distance in world/unreal units (cm) |
|
float |
NormalScale |
|
|
float |
Roughness0 |
|
|
float |
Roughness1 |
|
|
float |
ScatteringDistribution |
|
|
float |
ScatterRadius |
In world/unreal units (cm) |
|
SubsurfaceColor |
Specifies the how much of the diffuse light gets into the material, can be seen as a per-channel mix factor between the original image, and the SSS-filtered image (called "strength" in SeparableSSS, default there: 0.48, 0.41, 0.28) |
|
|
SurfaceAlbedo |
It should match The base color of the corresponding material as much as possible. |
|
|
TransmissionTintColor |
Transmission tint control. |
|
|
float |
WorldUnitScale |
Control the scale of world/unreal units (cm) |
Name | Description | |
---|---|---|
|
FSubsurfaceProfileStruct() |
Constructor |
Name | Description | ||
---|---|---|---|
|
Invalidate() |