EMaterialShadingModel

Specifies the overal rendering/shading model for a material

Windows
MacOS
Linux

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Engine/EngineTypes.h

Include

#include "Engine/EngineTypes.h"

Syntax

enum EMaterialShadingModel
{
    MSM_Unlit,
    MSM_DefaultLit,
    MSM_Subsurface,
    MSM_PreintegratedSkin,
    MSM_ClearCoat,
    MSM_SubsurfaceProfile,
    MSM_TwoSidedFoliage,
    MSM_Hair,
    MSM_Cloth,
    MSM_Eye,
    MSM_SingleLayerWater,
    MSM_ThinTranslucent,
    MSM_NUM,
    MSM_FromMaterialExpression,
    MSM_MAX,
}

Values

Name

Description

MSM_Unlit

MSM_DefaultLit

MSM_Subsurface

MSM_PreintegratedSkin

MSM_ClearCoat

MSM_SubsurfaceProfile

MSM_TwoSidedFoliage

MSM_Hair

MSM_Cloth

MSM_Eye

MSM_SingleLayerWater

MSM_ThinTranslucent

MSM_NUM

Number of unique shading models.

MSM_FromMaterialExpression

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

MSM_MAX

Remarks

Specifies the overal rendering/shading model for a material

Check UMaterialInstance::Serialize if changed!

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