unreal.BlendableLocation

class unreal.BlendableLocation

Bases: unreal.EnumBase

Where to place a material node in the post processing graph.

C++ Source:

  • Module: Engine

  • File: BlendableInterface.h

BL_AFTER_TONEMAPPING

former pass color, Input1:SeparateTranslucency.

Type

0

Type

Input0

BL_BEFORE_TONEMAPPING

former pass color, Input1:SeparateTranslucency.

Type

1

Type

Input0

BL_BEFORE_TRANSLUCENCY

former pass color, Input1:SeparateTranslucency.

Type

2

Type

Input0

BL_REPLACING_TONEMAPPER

former pass color, Input1:SeparateTranslucency, Input2: BloomOutput vector parameters: Engine.FilmWhitePoint scalar parameters: Engine.FilmSaturation, Engine.FilmContrast

Type

3

Type

Input0

BL_SSR_INPUT

former pass color.

Type

4

Type

Input0