Choose your operating system:
Windows
macOS
Linux
| UObjectBase
|
Module |
|
Header |
/Engine/Source/Runtime/Engine/Classes/Materials/MaterialExpressionVolumetricAdvancedMaterialOutput.h |
Include |
#include "Materials/MaterialExpressionVolumetricAdvancedMaterialOutput.h" |
class UMaterialExpressionVolumetricAdvancedMaterialOutput : public UMaterialExpressionCustomOutput
Material output expression for writing advanced volumetric material properties.
Name | Description | ||
---|---|---|---|
|
bGrayScaleMaterial |
Set this for the material to only be considered grey scale, only using the R chanel of the input parameters internally. |
|
|
bGroundContribution |
Sample the shadowed lighting contribution from the ground onto the medium (single scattering). |
|
|
bRayMarchVolumeShadow |
Disable this to use the cloud shadow map instead of secondary raymarching. |
|
|
ConservativeDensity |
This is a 3-components float vector. |
|
|
float |
ConstMultiScatteringContribution |
Only used if MultiScatteringContribution is not hooked up. |
|
float |
ConstMultiScatteringEccentricity |
Only used if MultiScatteringEccentricity is not hooked up. |
|
float |
ConstMultiScatteringOcclusion |
Only used if MultiScatteringOcclusion is not hooked up. |
|
float |
ConstPhaseBlend |
Only used if PhaseBlend is not hooked up. |
|
float |
ConstPhaseG |
Only used if PhaseG is not hooked up. |
|
float |
ConstPhaseG2 |
Only used if PhaseG2 is not hooked up. |
|
MultiScatteringApproximationOctaveCount |
How many octave to use for the multiple-scattering approximation. |
|
|
MultiScatteringContribution |
Multi-scattering approximation: represents how much contribution each successive octave will add. |
|
|
MultiScatteringEccentricity |
Multi-scattering approximation: represents how much the phase will become isotropic for each successive octave. |
|
|
MultiScatteringOcclusion |
Multi-scattering approximation: represents how much occlusion will be reduced for each successive octave. |
|
|
PerSamplePhaseEvaluation |
Set this to true to force the phase function to be evaluated per sample, instead once per pixel (globally). |
|
|
PhaseBlend |
Lerp factor when blending the two phase functions parameterized by G and G2. Valid range is [0,1]. |
|
|
PhaseG |
Parameter 'g' input to the phase function describing how much forward(g<0) or backward (g>0) light scatter around. |
|
|
PhaseG2 |
Parameter 'g' input to the second phase function describing how much forward(g<0) or backward (g>0) light scatter around. |
Name | Description | |
---|---|---|
|
UMaterialExpressionVolumetricAdvancedMaterialOutput ( |
Name | Description | ||
---|---|---|---|
|
GetDisplayName() |
||
|
GetFunctionName() |
||
|
GetNumOutputs() |
Override to enable multiple outputs. |
Name | Description | ||
---|---|---|---|
|
Compile ( |
Create the new shader code chunk needed for the Abs expression |
|
|
GetCaption |
Returns the text to display on the material expression (in the material editor). |