Module |
|
Header |
/Engine/Source/Runtime/Engine/Public/MaterialShared.h |
Include |
#include "MaterialShared.h" |
namespace EMaterialShaderMapUsage
{
enum Type
{
Default,
LightmassExportEmissive,
LightmassExportDiffuse,
LightmassExportOpacity,
LightmassExportNormal,
MaterialExportBaseColor,
MaterialExportSpecular,
MaterialExportNormal,
MaterialExportTangent,
MaterialExportMetallic,
MaterialExportRoughness,
MaterialExportAnisotropy,
MaterialExportAO,
MaterialExportEmissive,
MaterialExportOpacity,
MaterialExportOpacityMask,
MaterialExportSubSurfaceColor,
MaterialExportClearCoat,
MaterialExportClearCoatRoughness,
MaterialExportCustomOutput,
}
}
Name |
Description |
---|---|
Default |
|
LightmassExportEmissive |
|
LightmassExportDiffuse |
|
LightmassExportOpacity |
|
LightmassExportNormal |
|
MaterialExportBaseColor |
|
MaterialExportSpecular |
|
MaterialExportNormal |
|
MaterialExportTangent |
|
MaterialExportMetallic |
|
MaterialExportRoughness |
|
MaterialExportAnisotropy |
|
MaterialExportAO |
|
MaterialExportEmissive |
|
MaterialExportOpacity |
|
MaterialExportOpacityMask |
|
MaterialExportSubSurfaceColor |
|
MaterialExportClearCoat |
|
MaterialExportClearCoatRoughness |
|
MaterialExportCustomOutput |
Usage options for a shader map. The purpose of EMaterialShaderMapUsage is to allow creating a unique yet deterministic (no appCreateGuid) Id, For a shader map corresponding to any UMaterial or UMaterialInstance, for different use cases. As an example, when exporting a material to Lightmass we want to compile a shader map with FLightmassMaterialProxy, And generate a FMaterialShaderMapId for it that allows reuse later, so it must be deterministic.