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