unreal.MaterialExpressionRuntimeVirtualTextureSample
¶
-
class
unreal.
MaterialExpressionRuntimeVirtualTextureSample
(outer=None, name='None')¶ Bases:
unreal.MaterialExpression
Material expression for sampling from a runtime virtual texture.
C++ Source:
Module: Engine
File: MaterialExpressionRuntimeVirtualTextureSample.h
Editor Properties: (see get_editor_property/set_editor_property)
adaptive
(bool): [Read-Write] Enable sparse adaptive page tables. Note that the bound Virtual Texture should have valid adaptive virtual texture settings for sampling to work correctly.desc
(str): [Read-Write] A description that level designers can add (shows in the material editor UI).material_type
(RuntimeVirtualTextureMaterialType): [Read-Write] How to interpret the virtual texture contents. Note that the bound Virtual Texture should have the same setting for sampling to work correctly.mip_value_mode
(RuntimeVirtualTextureMipValueMode): [Read-Write] Defines how the MipValue property is applied to the virtual texture lookup.single_physical_space
(bool): [Read-Write] Enable page table channel packing. Note that the bound Virtual Texture should have the same setting for sampling to work correctly.texture_address_mode
(RuntimeVirtualTextureTextureAddressMode): [Read-Write] Defines the texture addressing mode.virtual_texture
(RuntimeVirtualTexture): [Read-Write] The virtual texture object to sample.