unreal.MaterialDecalResponse
¶
-
class
unreal.
MaterialDecalResponse
¶ Bases:
unreal.EnumBase
Defines how the material reacts on DBuffer decals, later we can expose more variants between None and Default.
C++ Source:
Module: Engine
File: Material.h
-
MDR_COLOR
¶ Receive Decals, applies color DBuffer channels, assumes the decal is non metal and mask the subsurface scattering.
- Type
2
-
MDR_COLOR_NORMAL
¶ Receive Decals, applies all DBuffer channels, assumes the decal is non metal and mask the subsurface scattering.
- Type
3
-
MDR_COLOR_NORMAL_ROUGHNESS
¶ Receive Decals, applies all DBuffer channels, assumes the decal is non metal and mask the subsurface scattering.
- Type
1
-
MDR_COLOR_ROUGHNESS
¶ Receive Decals, applies all DBuffer channels, assumes the decal is non metal and mask the subsurface scattering.
- Type
4
-
MDR_NONE
¶ Do not receive decals (Later we still can read the DBuffer channels to customize the effect, this frees up some interpolators).
- Type
0
-
MDR_NORMAL
¶ Receive Decals, applies all DBuffer channels, assumes the decal is non metal and mask the subsurface scattering.
- Type
5
-
MDR_NORMAL_ROUGHNESS
¶ Receive Decals, applies all DBuffer channels, assumes the decal is non metal and mask the subsurface scattering.
- Type
6
-
MDR_ROUGHNESS
¶ Receive Decals, applies all DBuffer channels, assumes the decal is non metal and mask the subsurface scattering.
- Type
7