#include "PixelFormat.h"
#include "VirtualTexturing.h"
#include "MaterialValueType.h"
#include "Containers/Array.h"
#include "MaterialCacheAttribute.generated.h"
Go to the source code of this file.
|
| enum class | EMaterialCacheAttribute : uint8 {
BaseColor
, Normal
, Roughness
, Specular
,
Metallic
, Opacity
, WorldPosition
, WorldHeight
,
Mask
, Float
} |
| |
| enum class | EMaterialCacheAttributeIdentity : uint8 { None
, BaseColorRoughness
, NormalSpecularOpacity
, MetallicWorldPositionOffset
} |
| |
◆ FMaterialCacheLayerArray
◆ EMaterialCacheAttribute
Attributes which each material cache texture may store
| Enumerator |
|---|
| BaseColor | General material attributes Always prefer these over generic formats due to packing and compression constraints
|
| Normal | |
| Roughness | |
| Specular | |
| Metallic | |
| Opacity | |
| WorldPosition | |
| WorldHeight | World height TODO[MP]: Store local to the primitives bounds
|
| Mask | Generic 8-bit mask
|
| Float | Generic 32-bit float
|
◆ EMaterialCacheAttributeIdentity
Attribute identities, effectively known packing schemes
| Enumerator |
|---|
| None | |
| BaseColorRoughness | |
| NormalSpecularOpacity | |
| MetallicWorldPositionOffset | |