unreal.RuntimeVirtualTextureMipValueMode
¶
- class unreal.RuntimeVirtualTextureMipValueMode¶
Bases:
unreal.EnumBase
Set how Mip levels are calculated. Internally we will convert to ETextureMipValueMode which is used by internal APIs.
C++ Source:
Module: Engine
File: MaterialExpressionRuntimeVirtualTextureSample.h
- RVTMVM_MIP_BIAS¶
Bias the default computed mip level using the MipValue pin.
Negative values increase resolution.
- Type
2
- RVTMVM_MIP_LEVEL¶
Use an absolute mip level from the MipValue pin.
0 is full resolution.
- Type
1
- RVTMVM_NONE¶
Use default computed mip level. Takes into account UV scaling from using the WorldPosition pin.
- Type
0
- RVTMVM_RECALCULATE_DERIVATIVES¶
This is like ‘Default’ but it ignores the WorldPosition pin when computing the mip level.
It uses the actual pixel WorldPosition instead.
This can prevent sampling mip 0 if the WorldPosition pin gives a constant value.
- Type
3