unreal.SceneTextureId
¶
- class unreal.SceneTextureId¶
Bases:
EnumBase
like EPassInputId but can expose more e.g. GBuffer
C++ Source:
Module: Engine
File: MaterialSceneTextureId.h
- PPI_AMBIENT_OCCLUSION: SceneTextureId¶
Ambient Occlusion, single channel
- Type:
24
- PPI_ANISOTROPY: SceneTextureId¶
Material anisotropy, single channel (GBuffer)
- Type:
30
- PPI_BASE_COLOR: SceneTextureId¶
Material base, RGB color (GBuffer), can be modified on read by the ShadingModel, consider StoredBasedColor
- Type:
5
- PPI_CUSTOM_DEPTH: SceneTextureId¶
Scene depth, single channel, contains the linear depth of the opaque objects rendered with CustomDepth (mesh property)
- Type:
13
- PPI_CUSTOM_STENCIL: SceneTextureId¶
Scene stencil, contains CustomStencil mesh property of the opaque objects rendered with CustomDepth
- Type:
25
- PPI_DECAL_MASK: SceneTextureId¶
Decal Mask, single bit (was moved to stencil for better performance, not accessible at the moment)
- Type:
21
- PPI_DIFFUSE_COLOR: SceneTextureId¶
Material diffuse, RGB color (computed from GBuffer)
- Type:
2
- PPI_MATERIAL_AO: SceneTextureId¶
Material ambient occlusion, single channel (GBuffer)
- Type:
12
- PPI_METALLIC: SceneTextureId¶
Material metallic, single channel (GBuffer)
- Type:
7
- PPI_OPACITY: SceneTextureId¶
Material opacity, single channel (GBuffer)
- Type:
10
- PPI_POST_PROCESS_INPUT0: SceneTextureId¶
Input #0 of this postprocess pass, usually the only one hooked up
- Type:
14
- PPI_POST_PROCESS_INPUT1: SceneTextureId¶
Input #1 of this postprocess pass, usually not used
- Type:
15
- PPI_POST_PROCESS_INPUT2: SceneTextureId¶
Input #2 of this postprocess pass, usually not used
- Type:
16
- PPI_POST_PROCESS_INPUT3: SceneTextureId¶
Input #3 of this postprocess pass, usually not used
- Type:
17
- PPI_POST_PROCESS_INPUT4: SceneTextureId¶
Input #4 of this postprocess pass, usually not used
- Type:
18
- PPI_POST_PROCESS_INPUT5: SceneTextureId¶
Input #5 of this postprocess pass, usually not used
- Type:
19
- PPI_POST_PROCESS_INPUT6: SceneTextureId¶
Input #6 of this postprocess pass, usually not used
- Type:
20
- PPI_ROUGHNESS: SceneTextureId¶
Material roughness, single channel (GBuffer)
- Type:
11
- PPI_SCENE_COLOR: SceneTextureId¶
Scene color, normal post process passes should use PostProcessInput0
- Type:
0
- PPI_SCENE_DEPTH: SceneTextureId¶
Scene depth, single channel, contains the linear depth of the opaque objects
- Type:
1
- PPI_SEPARATE_TRANSLUCENCY: SceneTextureId¶
Not yet supported
- Type:
9
- PPI_SHADING_MODEL_COLOR: SceneTextureId¶
Shading model
- Type:
22
- PPI_SHADING_MODEL_ID: SceneTextureId¶
Shading model ID
- Type:
23
- PPI_SPECULAR: SceneTextureId¶
Material specular, single channel (GBuffer), can be modified on read by the ShadingModel, consider StoredSpecular
- Type:
6
- PPI_SPECULAR_COLOR: SceneTextureId¶
Material specular, RGB color (computed from GBuffer)
- Type:
3
- PPI_STORED_BASE_COLOR: SceneTextureId¶
Material base, RGB color (GBuffer)
- Type:
26
- PPI_STORED_SPECULAR: SceneTextureId¶
Material specular, single channel (GBuffer)
- Type:
27
- PPI_SUBSURFACE_COLOR: SceneTextureId¶
Material subsurface, RGB color (GBuffer, only for some ShadingModels)
- Type:
4
- PPI_VELOCITY: SceneTextureId¶
Scene Velocity
- Type:
28
- PPI_WORLD_NORMAL: SceneTextureId¶
Normal, RGB in -1..1 range, not normalized (GBuffer)
- Type:
8
- PPI_WORLD_TANGENT: SceneTextureId¶
Tangent, RGB in -1..1 range, not normalized (GBuffer)
- Type:
29