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