EMaterialShaderMapUsage::Type

Usage options for a shader map.

Windows
MacOS
Linux

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Public/MaterialShared.h

Include

#include "MaterialShared.h"

Syntax

namespace EMaterialShaderMapUsage
{
    enum Type
    {
        Default,
        LightmassExportEmissive,
        LightmassExportDiffuse,
        LightmassExportOpacity,
        LightmassExportNormal,
        MaterialExportBaseColor,
        MaterialExportSpecular,
        MaterialExportNormal,
        MaterialExportTangent,
        MaterialExportMetallic,
        MaterialExportRoughness,
        MaterialExportAnisotropy,
        MaterialExportAO,
        MaterialExportEmissive,
        MaterialExportOpacity,
        MaterialExportOpacityMask,
        MaterialExportSubSurfaceColor,
        MaterialExportClearCoat,
        MaterialExportClearCoatRoughness,
        MaterialExportCustomOutput,
    }
}

Values

Name

Description

Default

LightmassExportEmissive

LightmassExportDiffuse

LightmassExportOpacity

LightmassExportNormal

MaterialExportBaseColor

MaterialExportSpecular

MaterialExportNormal

MaterialExportTangent

MaterialExportMetallic

MaterialExportRoughness

MaterialExportAnisotropy

MaterialExportAO

MaterialExportEmissive

MaterialExportOpacity

MaterialExportOpacityMask

MaterialExportSubSurfaceColor

MaterialExportClearCoat

MaterialExportClearCoatRoughness

MaterialExportCustomOutput

Remarks

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.

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