UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
Material.h File Reference

Go to the source code of this file.

Classes

struct  FMaterialInput< InputType >
 
struct  FColorMaterialInput
 
struct  FScalarMaterialInput
 
struct  FShadingModelMaterialInput
 
struct  FSubstrateMaterialInput
 
struct  FVectorMaterialInput
 
struct  FVector2MaterialInput
 
struct  FMaterialInputDescription
 
struct  FParameterGroupData
 
class  UMaterialEditorOnlyData
 
class  UMaterial
 

Enumerations

enum  EDecalBlendMode : int {
  UMETA =(DisplayName="Translucent") , UMETA =(DisplayName="Translucent") , UMETA =(DisplayName="Translucent") , UMETA =(DisplayName="Translucent") ,
  UMETA =(DisplayName="Translucent") , UMETA =(DisplayName="Translucent") , UMETA =(DisplayName="Translucent") , UMETA =(DisplayName="Translucent") ,
  UMETA =(DisplayName="Translucent") , UMETA =(DisplayName="Translucent") , UMETA =(DisplayName="Translucent") , UMETA =(DisplayName="Translucent") ,
  UMETA =(DisplayName="Translucent") , UMETA =(DisplayName="Translucent") , UMETA =(DisplayName="Translucent") , UMETA =(DisplayName="Translucent") ,
  UMETA =(DisplayName="Translucent") , DBM_MAX
}
 
enum  EMaterialDecalResponse : int {
  UMETA =(DisplayName="Translucent") , UMETA =(DisplayName="Translucent") , UMETA =(DisplayName="Translucent") , UMETA =(DisplayName="Translucent") ,
  UMETA =(DisplayName="Translucent") , UMETA =(DisplayName="Translucent") , UMETA =(DisplayName="Translucent") , UMETA =(DisplayName="Translucent") ,
  MDR_MAX
}
 
enum  EMaterialTranslucencyPass : int { UMETA =(DisplayName="Translucent") , UMETA =(DisplayName="Translucent") , UMETA =(DisplayName="Translucent") , MTP_MAX }
 

Enumeration Type Documentation

◆ EDecalBlendMode

Defines how the GBuffer channels are getting manipulated by a decal material pass. Actual index is used to control shader parameters so don't change order.

Enumerator
UMETA 

Blend full material, updating the GBuffer, does not work for baked lighting.

Modulate BaseColor, blend rest, updating the GBuffer, does not work for baked lighting. Does not work in DBuffer mode (approximated as Translucent).

Only blend normal, updating the GBuffer, does not work for baked lighting.

Additive emissive only.

Put into DBuffer to work for baked lighting as well (becomes DBM_TranslucentNormal if normal is not hooked up).

Put into DBuffer to work for baked lighting as well.

Put into DBuffer to work for baked lighting as well (becomes DBM_DBuffer_Color if normal is not hooked up).

Put into DBuffer to work for baked lighting as well (becomes DBM_DBuffer_Roughness if normal is not hooked up).

Internal DBffer decal blend modes used for auto-converted decals

Output signed distance in Opacity depending on LightVector. Note: Can be costly, no shadow casting but receiving, no per pixel normal yet, no quality settings yet

Blend with existing scene color. Decal color is already pre-multiplied by alpha.

Ambient occlusion.

Do not receive decals (Later we still can read the DBuffer channels to customize the effect, this frees up some interpolators).

Receive Decals, applies all DBuffer channels.

Receive Decals, applies color DBuffer channels.

Receive Decals, applies color and normal DBuffer channels.

Receive Decals, applies color, roughness, specular and metallic DBuffer channels.

Receive Decals, applies normal DBuffer channels.

Receive Decals, applies normal, roughness, specular and metallic DBuffer channels.

Receive Decals, applies roughness, specular and metallic DBuffer channels.

Render before depth of field.

Render after depth of field.

Render after motion blur. Disables depth test (the reconstruction post MB and TSR would otherwise flicker due to the TSR camera jittering making the depth buffer unstable). Because of that Lumen high quality reflections is also disabled to avoid visual discrepancy at depth intersection.

UMETA 

Blend full material, updating the GBuffer, does not work for baked lighting.

Modulate BaseColor, blend rest, updating the GBuffer, does not work for baked lighting. Does not work in DBuffer mode (approximated as Translucent).

Only blend normal, updating the GBuffer, does not work for baked lighting.

Additive emissive only.

Put into DBuffer to work for baked lighting as well (becomes DBM_TranslucentNormal if normal is not hooked up).

Put into DBuffer to work for baked lighting as well.

Put into DBuffer to work for baked lighting as well (becomes DBM_DBuffer_Color if normal is not hooked up).

Put into DBuffer to work for baked lighting as well (becomes DBM_DBuffer_Roughness if normal is not hooked up).

Internal DBffer decal blend modes used for auto-converted decals

Output signed distance in Opacity depending on LightVector. Note: Can be costly, no shadow casting but receiving, no per pixel normal yet, no quality settings yet

Blend with existing scene color. Decal color is already pre-multiplied by alpha.

Ambient occlusion.

Do not receive decals (Later we still can read the DBuffer channels to customize the effect, this frees up some interpolators).

Receive Decals, applies all DBuffer channels.

Receive Decals, applies color DBuffer channels.

Receive Decals, applies color and normal DBuffer channels.

Receive Decals, applies color, roughness, specular and metallic DBuffer channels.

Receive Decals, applies normal DBuffer channels.

Receive Decals, applies normal, roughness, specular and metallic DBuffer channels.

Receive Decals, applies roughness, specular and metallic DBuffer channels.

Render before depth of field.

Render after depth of field.

Render after motion blur. Disables depth test (the reconstruction post MB and TSR would otherwise flicker due to the TSR camera jittering making the depth buffer unstable). Because of that Lumen high quality reflections is also disabled to avoid visual discrepancy at depth intersection.

UMETA 

Blend full material, updating the GBuffer, does not work for baked lighting.

Modulate BaseColor, blend rest, updating the GBuffer, does not work for baked lighting. Does not work in DBuffer mode (approximated as Translucent).

Only blend normal, updating the GBuffer, does not work for baked lighting.

Additive emissive only.

Put into DBuffer to work for baked lighting as well (becomes DBM_TranslucentNormal if normal is not hooked up).

Put into DBuffer to work for baked lighting as well.

Put into DBuffer to work for baked lighting as well (becomes DBM_DBuffer_Color if normal is not hooked up).

Put into DBuffer to work for baked lighting as well (becomes DBM_DBuffer_Roughness if normal is not hooked up).

Internal DBffer decal blend modes used for auto-converted decals

Output signed distance in Opacity depending on LightVector. Note: Can be costly, no shadow casting but receiving, no per pixel normal yet, no quality settings yet

Blend with existing scene color. Decal color is already pre-multiplied by alpha.

Ambient occlusion.

Do not receive decals (Later we still can read the DBuffer channels to customize the effect, this frees up some interpolators).

Receive Decals, applies all DBuffer channels.

Receive Decals, applies color DBuffer channels.

Receive Decals, applies color and normal DBuffer channels.

Receive Decals, applies color, roughness, specular and metallic DBuffer channels.

Receive Decals, applies normal DBuffer channels.

Receive Decals, applies normal, roughness, specular and metallic DBuffer channels.

Receive Decals, applies roughness, specular and metallic DBuffer channels.

Render before depth of field.

Render after depth of field.

Render after motion blur. Disables depth test (the reconstruction post MB and TSR would otherwise flicker due to the TSR camera jittering making the depth buffer unstable). Because of that Lumen high quality reflections is also disabled to avoid visual discrepancy at depth intersection.

UMETA 

Blend full material, updating the GBuffer, does not work for baked lighting.

Modulate BaseColor, blend rest, updating the GBuffer, does not work for baked lighting. Does not work in DBuffer mode (approximated as Translucent).

Only blend normal, updating the GBuffer, does not work for baked lighting.

Additive emissive only.

Put into DBuffer to work for baked lighting as well (becomes DBM_TranslucentNormal if normal is not hooked up).

Put into DBuffer to work for baked lighting as well.

Put into DBuffer to work for baked lighting as well (becomes DBM_DBuffer_Color if normal is not hooked up).

Put into DBuffer to work for baked lighting as well (becomes DBM_DBuffer_Roughness if normal is not hooked up).

Internal DBffer decal blend modes used for auto-converted decals

Output signed distance in Opacity depending on LightVector. Note: Can be costly, no shadow casting but receiving, no per pixel normal yet, no quality settings yet

Blend with existing scene color. Decal color is already pre-multiplied by alpha.

Ambient occlusion.

Do not receive decals (Later we still can read the DBuffer channels to customize the effect, this frees up some interpolators).

Receive Decals, applies all DBuffer channels.

Receive Decals, applies color DBuffer channels.

Receive Decals, applies color and normal DBuffer channels.

Receive Decals, applies color, roughness, specular and metallic DBuffer channels.

Receive Decals, applies normal DBuffer channels.

Receive Decals, applies normal, roughness, specular and metallic DBuffer channels.

Receive Decals, applies roughness, specular and metallic DBuffer channels.

Render before depth of field.

Render after depth of field.

Render after motion blur. Disables depth test (the reconstruction post MB and TSR would otherwise flicker due to the TSR camera jittering making the depth buffer unstable). Because of that Lumen high quality reflections is also disabled to avoid visual discrepancy at depth intersection.

UMETA 

Blend full material, updating the GBuffer, does not work for baked lighting.

Modulate BaseColor, blend rest, updating the GBuffer, does not work for baked lighting. Does not work in DBuffer mode (approximated as Translucent).

Only blend normal, updating the GBuffer, does not work for baked lighting.

Additive emissive only.

Put into DBuffer to work for baked lighting as well (becomes DBM_TranslucentNormal if normal is not hooked up).

Put into DBuffer to work for baked lighting as well.

Put into DBuffer to work for baked lighting as well (becomes DBM_DBuffer_Color if normal is not hooked up).

Put into DBuffer to work for baked lighting as well (becomes DBM_DBuffer_Roughness if normal is not hooked up).

Internal DBffer decal blend modes used for auto-converted decals

Output signed distance in Opacity depending on LightVector. Note: Can be costly, no shadow casting but receiving, no per pixel normal yet, no quality settings yet

Blend with existing scene color. Decal color is already pre-multiplied by alpha.

Ambient occlusion.

Do not receive decals (Later we still can read the DBuffer channels to customize the effect, this frees up some interpolators).

Receive Decals, applies all DBuffer channels.

Receive Decals, applies color DBuffer channels.

Receive Decals, applies color and normal DBuffer channels.

Receive Decals, applies color, roughness, specular and metallic DBuffer channels.

Receive Decals, applies normal DBuffer channels.

Receive Decals, applies normal, roughness, specular and metallic DBuffer channels.

Receive Decals, applies roughness, specular and metallic DBuffer channels.

Render before depth of field.

Render after depth of field.

Render after motion blur. Disables depth test (the reconstruction post MB and TSR would otherwise flicker due to the TSR camera jittering making the depth buffer unstable). Because of that Lumen high quality reflections is also disabled to avoid visual discrepancy at depth intersection.

UMETA 

Blend full material, updating the GBuffer, does not work for baked lighting.

Modulate BaseColor, blend rest, updating the GBuffer, does not work for baked lighting. Does not work in DBuffer mode (approximated as Translucent).

Only blend normal, updating the GBuffer, does not work for baked lighting.

Additive emissive only.

Put into DBuffer to work for baked lighting as well (becomes DBM_TranslucentNormal if normal is not hooked up).

Put into DBuffer to work for baked lighting as well.

Put into DBuffer to work for baked lighting as well (becomes DBM_DBuffer_Color if normal is not hooked up).

Put into DBuffer to work for baked lighting as well (becomes DBM_DBuffer_Roughness if normal is not hooked up).

Internal DBffer decal blend modes used for auto-converted decals

Output signed distance in Opacity depending on LightVector. Note: Can be costly, no shadow casting but receiving, no per pixel normal yet, no quality settings yet

Blend with existing scene color. Decal color is already pre-multiplied by alpha.

Ambient occlusion.

Do not receive decals (Later we still can read the DBuffer channels to customize the effect, this frees up some interpolators).

Receive Decals, applies all DBuffer channels.

Receive Decals, applies color DBuffer channels.

Receive Decals, applies color and normal DBuffer channels.

Receive Decals, applies color, roughness, specular and metallic DBuffer channels.

Receive Decals, applies normal DBuffer channels.

Receive Decals, applies normal, roughness, specular and metallic DBuffer channels.

Receive Decals, applies roughness, specular and metallic DBuffer channels.

Render before depth of field.

Render after depth of field.

Render after motion blur. Disables depth test (the reconstruction post MB and TSR would otherwise flicker due to the TSR camera jittering making the depth buffer unstable). Because of that Lumen high quality reflections is also disabled to avoid visual discrepancy at depth intersection.

UMETA 

Blend full material, updating the GBuffer, does not work for baked lighting.

Modulate BaseColor, blend rest, updating the GBuffer, does not work for baked lighting. Does not work in DBuffer mode (approximated as Translucent).

Only blend normal, updating the GBuffer, does not work for baked lighting.

Additive emissive only.

Put into DBuffer to work for baked lighting as well (becomes DBM_TranslucentNormal if normal is not hooked up).

Put into DBuffer to work for baked lighting as well.

Put into DBuffer to work for baked lighting as well (becomes DBM_DBuffer_Color if normal is not hooked up).

Put into DBuffer to work for baked lighting as well (becomes DBM_DBuffer_Roughness if normal is not hooked up).

Internal DBffer decal blend modes used for auto-converted decals

Output signed distance in Opacity depending on LightVector. Note: Can be costly, no shadow casting but receiving, no per pixel normal yet, no quality settings yet

Blend with existing scene color. Decal color is already pre-multiplied by alpha.

Ambient occlusion.

Do not receive decals (Later we still can read the DBuffer channels to customize the effect, this frees up some interpolators).

Receive Decals, applies all DBuffer channels.

Receive Decals, applies color DBuffer channels.

Receive Decals, applies color and normal DBuffer channels.

Receive Decals, applies color, roughness, specular and metallic DBuffer channels.

Receive Decals, applies normal DBuffer channels.

Receive Decals, applies normal, roughness, specular and metallic DBuffer channels.

Receive Decals, applies roughness, specular and metallic DBuffer channels.

Render before depth of field.

Render after depth of field.

Render after motion blur. Disables depth test (the reconstruction post MB and TSR would otherwise flicker due to the TSR camera jittering making the depth buffer unstable). Because of that Lumen high quality reflections is also disabled to avoid visual discrepancy at depth intersection.

UMETA 

Blend full material, updating the GBuffer, does not work for baked lighting.

Modulate BaseColor, blend rest, updating the GBuffer, does not work for baked lighting. Does not work in DBuffer mode (approximated as Translucent).

Only blend normal, updating the GBuffer, does not work for baked lighting.

Additive emissive only.

Put into DBuffer to work for baked lighting as well (becomes DBM_TranslucentNormal if normal is not hooked up).

Put into DBuffer to work for baked lighting as well.

Put into DBuffer to work for baked lighting as well (becomes DBM_DBuffer_Color if normal is not hooked up).

Put into DBuffer to work for baked lighting as well (becomes DBM_DBuffer_Roughness if normal is not hooked up).

Internal DBffer decal blend modes used for auto-converted decals

Output signed distance in Opacity depending on LightVector. Note: Can be costly, no shadow casting but receiving, no per pixel normal yet, no quality settings yet

Blend with existing scene color. Decal color is already pre-multiplied by alpha.

Ambient occlusion.

Do not receive decals (Later we still can read the DBuffer channels to customize the effect, this frees up some interpolators).

Receive Decals, applies all DBuffer channels.

Receive Decals, applies color DBuffer channels.

Receive Decals, applies color and normal DBuffer channels.

Receive Decals, applies color, roughness, specular and metallic DBuffer channels.

Receive Decals, applies normal DBuffer channels.

Receive Decals, applies normal, roughness, specular and metallic DBuffer channels.

Receive Decals, applies roughness, specular and metallic DBuffer channels.

Render before depth of field.

Render after depth of field.

Render after motion blur. Disables depth test (the reconstruction post MB and TSR would otherwise flicker due to the TSR camera jittering making the depth buffer unstable). Because of that Lumen high quality reflections is also disabled to avoid visual discrepancy at depth intersection.

UMETA 

Blend full material, updating the GBuffer, does not work for baked lighting.

Modulate BaseColor, blend rest, updating the GBuffer, does not work for baked lighting. Does not work in DBuffer mode (approximated as Translucent).

Only blend normal, updating the GBuffer, does not work for baked lighting.

Additive emissive only.

Put into DBuffer to work for baked lighting as well (becomes DBM_TranslucentNormal if normal is not hooked up).

Put into DBuffer to work for baked lighting as well.

Put into DBuffer to work for baked lighting as well (becomes DBM_DBuffer_Color if normal is not hooked up).

Put into DBuffer to work for baked lighting as well (becomes DBM_DBuffer_Roughness if normal is not hooked up).

Internal DBffer decal blend modes used for auto-converted decals

Output signed distance in Opacity depending on LightVector. Note: Can be costly, no shadow casting but receiving, no per pixel normal yet, no quality settings yet

Blend with existing scene color. Decal color is already pre-multiplied by alpha.

Ambient occlusion.

Do not receive decals (Later we still can read the DBuffer channels to customize the effect, this frees up some interpolators).

Receive Decals, applies all DBuffer channels.

Receive Decals, applies color DBuffer channels.

Receive Decals, applies color and normal DBuffer channels.

Receive Decals, applies color, roughness, specular and metallic DBuffer channels.

Receive Decals, applies normal DBuffer channels.

Receive Decals, applies normal, roughness, specular and metallic DBuffer channels.

Receive Decals, applies roughness, specular and metallic DBuffer channels.

Render before depth of field.

Render after depth of field.

Render after motion blur. Disables depth test (the reconstruction post MB and TSR would otherwise flicker due to the TSR camera jittering making the depth buffer unstable). Because of that Lumen high quality reflections is also disabled to avoid visual discrepancy at depth intersection.

UMETA 

Blend full material, updating the GBuffer, does not work for baked lighting.

Modulate BaseColor, blend rest, updating the GBuffer, does not work for baked lighting. Does not work in DBuffer mode (approximated as Translucent).

Only blend normal, updating the GBuffer, does not work for baked lighting.

Additive emissive only.

Put into DBuffer to work for baked lighting as well (becomes DBM_TranslucentNormal if normal is not hooked up).

Put into DBuffer to work for baked lighting as well.

Put into DBuffer to work for baked lighting as well (becomes DBM_DBuffer_Color if normal is not hooked up).

Put into DBuffer to work for baked lighting as well (becomes DBM_DBuffer_Roughness if normal is not hooked up).

Internal DBffer decal blend modes used for auto-converted decals

Output signed distance in Opacity depending on LightVector. Note: Can be costly, no shadow casting but receiving, no per pixel normal yet, no quality settings yet

Blend with existing scene color. Decal color is already pre-multiplied by alpha.

Ambient occlusion.

Do not receive decals (Later we still can read the DBuffer channels to customize the effect, this frees up some interpolators).

Receive Decals, applies all DBuffer channels.

Receive Decals, applies color DBuffer channels.

Receive Decals, applies color and normal DBuffer channels.

Receive Decals, applies color, roughness, specular and metallic DBuffer channels.

Receive Decals, applies normal DBuffer channels.

Receive Decals, applies normal, roughness, specular and metallic DBuffer channels.

Receive Decals, applies roughness, specular and metallic DBuffer channels.

Render before depth of field.

Render after depth of field.

Render after motion blur. Disables depth test (the reconstruction post MB and TSR would otherwise flicker due to the TSR camera jittering making the depth buffer unstable). Because of that Lumen high quality reflections is also disabled to avoid visual discrepancy at depth intersection.

UMETA 

Blend full material, updating the GBuffer, does not work for baked lighting.

Modulate BaseColor, blend rest, updating the GBuffer, does not work for baked lighting. Does not work in DBuffer mode (approximated as Translucent).

Only blend normal, updating the GBuffer, does not work for baked lighting.

Additive emissive only.

Put into DBuffer to work for baked lighting as well (becomes DBM_TranslucentNormal if normal is not hooked up).

Put into DBuffer to work for baked lighting as well.

Put into DBuffer to work for baked lighting as well (becomes DBM_DBuffer_Color if normal is not hooked up).

Put into DBuffer to work for baked lighting as well (becomes DBM_DBuffer_Roughness if normal is not hooked up).

Internal DBffer decal blend modes used for auto-converted decals

Output signed distance in Opacity depending on LightVector. Note: Can be costly, no shadow casting but receiving, no per pixel normal yet, no quality settings yet

Blend with existing scene color. Decal color is already pre-multiplied by alpha.

Ambient occlusion.

Do not receive decals (Later we still can read the DBuffer channels to customize the effect, this frees up some interpolators).

Receive Decals, applies all DBuffer channels.

Receive Decals, applies color DBuffer channels.

Receive Decals, applies color and normal DBuffer channels.

Receive Decals, applies color, roughness, specular and metallic DBuffer channels.

Receive Decals, applies normal DBuffer channels.

Receive Decals, applies normal, roughness, specular and metallic DBuffer channels.

Receive Decals, applies roughness, specular and metallic DBuffer channels.

Render before depth of field.

Render after depth of field.

Render after motion blur. Disables depth test (the reconstruction post MB and TSR would otherwise flicker due to the TSR camera jittering making the depth buffer unstable). Because of that Lumen high quality reflections is also disabled to avoid visual discrepancy at depth intersection.

UMETA 

Blend full material, updating the GBuffer, does not work for baked lighting.

Modulate BaseColor, blend rest, updating the GBuffer, does not work for baked lighting. Does not work in DBuffer mode (approximated as Translucent).

Only blend normal, updating the GBuffer, does not work for baked lighting.

Additive emissive only.

Put into DBuffer to work for baked lighting as well (becomes DBM_TranslucentNormal if normal is not hooked up).

Put into DBuffer to work for baked lighting as well.

Put into DBuffer to work for baked lighting as well (becomes DBM_DBuffer_Color if normal is not hooked up).

Put into DBuffer to work for baked lighting as well (becomes DBM_DBuffer_Roughness if normal is not hooked up).

Internal DBffer decal blend modes used for auto-converted decals

Output signed distance in Opacity depending on LightVector. Note: Can be costly, no shadow casting but receiving, no per pixel normal yet, no quality settings yet

Blend with existing scene color. Decal color is already pre-multiplied by alpha.

Ambient occlusion.

Do not receive decals (Later we still can read the DBuffer channels to customize the effect, this frees up some interpolators).

Receive Decals, applies all DBuffer channels.

Receive Decals, applies color DBuffer channels.

Receive Decals, applies color and normal DBuffer channels.

Receive Decals, applies color, roughness, specular and metallic DBuffer channels.

Receive Decals, applies normal DBuffer channels.

Receive Decals, applies normal, roughness, specular and metallic DBuffer channels.

Receive Decals, applies roughness, specular and metallic DBuffer channels.

Render before depth of field.

Render after depth of field.

Render after motion blur. Disables depth test (the reconstruction post MB and TSR would otherwise flicker due to the TSR camera jittering making the depth buffer unstable). Because of that Lumen high quality reflections is also disabled to avoid visual discrepancy at depth intersection.

UMETA 

Blend full material, updating the GBuffer, does not work for baked lighting.

Modulate BaseColor, blend rest, updating the GBuffer, does not work for baked lighting. Does not work in DBuffer mode (approximated as Translucent).

Only blend normal, updating the GBuffer, does not work for baked lighting.

Additive emissive only.

Put into DBuffer to work for baked lighting as well (becomes DBM_TranslucentNormal if normal is not hooked up).

Put into DBuffer to work for baked lighting as well.

Put into DBuffer to work for baked lighting as well (becomes DBM_DBuffer_Color if normal is not hooked up).

Put into DBuffer to work for baked lighting as well (becomes DBM_DBuffer_Roughness if normal is not hooked up).

Internal DBffer decal blend modes used for auto-converted decals

Output signed distance in Opacity depending on LightVector. Note: Can be costly, no shadow casting but receiving, no per pixel normal yet, no quality settings yet

Blend with existing scene color. Decal color is already pre-multiplied by alpha.

Ambient occlusion.

Do not receive decals (Later we still can read the DBuffer channels to customize the effect, this frees up some interpolators).

Receive Decals, applies all DBuffer channels.

Receive Decals, applies color DBuffer channels.

Receive Decals, applies color and normal DBuffer channels.

Receive Decals, applies color, roughness, specular and metallic DBuffer channels.

Receive Decals, applies normal DBuffer channels.

Receive Decals, applies normal, roughness, specular and metallic DBuffer channels.

Receive Decals, applies roughness, specular and metallic DBuffer channels.

Render before depth of field.

Render after depth of field.

Render after motion blur. Disables depth test (the reconstruction post MB and TSR would otherwise flicker due to the TSR camera jittering making the depth buffer unstable). Because of that Lumen high quality reflections is also disabled to avoid visual discrepancy at depth intersection.

UMETA 

Blend full material, updating the GBuffer, does not work for baked lighting.

Modulate BaseColor, blend rest, updating the GBuffer, does not work for baked lighting. Does not work in DBuffer mode (approximated as Translucent).

Only blend normal, updating the GBuffer, does not work for baked lighting.

Additive emissive only.

Put into DBuffer to work for baked lighting as well (becomes DBM_TranslucentNormal if normal is not hooked up).

Put into DBuffer to work for baked lighting as well.

Put into DBuffer to work for baked lighting as well (becomes DBM_DBuffer_Color if normal is not hooked up).

Put into DBuffer to work for baked lighting as well (becomes DBM_DBuffer_Roughness if normal is not hooked up).

Internal DBffer decal blend modes used for auto-converted decals

Output signed distance in Opacity depending on LightVector. Note: Can be costly, no shadow casting but receiving, no per pixel normal yet, no quality settings yet

Blend with existing scene color. Decal color is already pre-multiplied by alpha.

Ambient occlusion.

Do not receive decals (Later we still can read the DBuffer channels to customize the effect, this frees up some interpolators).

Receive Decals, applies all DBuffer channels.

Receive Decals, applies color DBuffer channels.

Receive Decals, applies color and normal DBuffer channels.

Receive Decals, applies color, roughness, specular and metallic DBuffer channels.

Receive Decals, applies normal DBuffer channels.

Receive Decals, applies normal, roughness, specular and metallic DBuffer channels.

Receive Decals, applies roughness, specular and metallic DBuffer channels.

Render before depth of field.

Render after depth of field.

Render after motion blur. Disables depth test (the reconstruction post MB and TSR would otherwise flicker due to the TSR camera jittering making the depth buffer unstable). Because of that Lumen high quality reflections is also disabled to avoid visual discrepancy at depth intersection.

UMETA 

Blend full material, updating the GBuffer, does not work for baked lighting.

Modulate BaseColor, blend rest, updating the GBuffer, does not work for baked lighting. Does not work in DBuffer mode (approximated as Translucent).

Only blend normal, updating the GBuffer, does not work for baked lighting.

Additive emissive only.

Put into DBuffer to work for baked lighting as well (becomes DBM_TranslucentNormal if normal is not hooked up).

Put into DBuffer to work for baked lighting as well.

Put into DBuffer to work for baked lighting as well (becomes DBM_DBuffer_Color if normal is not hooked up).

Put into DBuffer to work for baked lighting as well (becomes DBM_DBuffer_Roughness if normal is not hooked up).

Internal DBffer decal blend modes used for auto-converted decals

Output signed distance in Opacity depending on LightVector. Note: Can be costly, no shadow casting but receiving, no per pixel normal yet, no quality settings yet

Blend with existing scene color. Decal color is already pre-multiplied by alpha.

Ambient occlusion.

Do not receive decals (Later we still can read the DBuffer channels to customize the effect, this frees up some interpolators).

Receive Decals, applies all DBuffer channels.

Receive Decals, applies color DBuffer channels.

Receive Decals, applies color and normal DBuffer channels.

Receive Decals, applies color, roughness, specular and metallic DBuffer channels.

Receive Decals, applies normal DBuffer channels.

Receive Decals, applies normal, roughness, specular and metallic DBuffer channels.

Receive Decals, applies roughness, specular and metallic DBuffer channels.

Render before depth of field.

Render after depth of field.

Render after motion blur. Disables depth test (the reconstruction post MB and TSR would otherwise flicker due to the TSR camera jittering making the depth buffer unstable). Because of that Lumen high quality reflections is also disabled to avoid visual discrepancy at depth intersection.

UMETA 

Blend full material, updating the GBuffer, does not work for baked lighting.

Modulate BaseColor, blend rest, updating the GBuffer, does not work for baked lighting. Does not work in DBuffer mode (approximated as Translucent).

Only blend normal, updating the GBuffer, does not work for baked lighting.

Additive emissive only.

Put into DBuffer to work for baked lighting as well (becomes DBM_TranslucentNormal if normal is not hooked up).

Put into DBuffer to work for baked lighting as well.

Put into DBuffer to work for baked lighting as well (becomes DBM_DBuffer_Color if normal is not hooked up).

Put into DBuffer to work for baked lighting as well (becomes DBM_DBuffer_Roughness if normal is not hooked up).

Internal DBffer decal blend modes used for auto-converted decals

Output signed distance in Opacity depending on LightVector. Note: Can be costly, no shadow casting but receiving, no per pixel normal yet, no quality settings yet

Blend with existing scene color. Decal color is already pre-multiplied by alpha.

Ambient occlusion.

Do not receive decals (Later we still can read the DBuffer channels to customize the effect, this frees up some interpolators).

Receive Decals, applies all DBuffer channels.

Receive Decals, applies color DBuffer channels.

Receive Decals, applies color and normal DBuffer channels.

Receive Decals, applies color, roughness, specular and metallic DBuffer channels.

Receive Decals, applies normal DBuffer channels.

Receive Decals, applies normal, roughness, specular and metallic DBuffer channels.

Receive Decals, applies roughness, specular and metallic DBuffer channels.

Render before depth of field.

Render after depth of field.

Render after motion blur. Disables depth test (the reconstruction post MB and TSR would otherwise flicker due to the TSR camera jittering making the depth buffer unstable). Because of that Lumen high quality reflections is also disabled to avoid visual discrepancy at depth intersection.

UMETA 

Blend full material, updating the GBuffer, does not work for baked lighting.

Modulate BaseColor, blend rest, updating the GBuffer, does not work for baked lighting. Does not work in DBuffer mode (approximated as Translucent).

Only blend normal, updating the GBuffer, does not work for baked lighting.

Additive emissive only.

Put into DBuffer to work for baked lighting as well (becomes DBM_TranslucentNormal if normal is not hooked up).

Put into DBuffer to work for baked lighting as well.

Put into DBuffer to work for baked lighting as well (becomes DBM_DBuffer_Color if normal is not hooked up).

Put into DBuffer to work for baked lighting as well (becomes DBM_DBuffer_Roughness if normal is not hooked up).

Internal DBffer decal blend modes used for auto-converted decals

Output signed distance in Opacity depending on LightVector. Note: Can be costly, no shadow casting but receiving, no per pixel normal yet, no quality settings yet

Blend with existing scene color. Decal color is already pre-multiplied by alpha.

Ambient occlusion.

Do not receive decals (Later we still can read the DBuffer channels to customize the effect, this frees up some interpolators).

Receive Decals, applies all DBuffer channels.

Receive Decals, applies color DBuffer channels.

Receive Decals, applies color and normal DBuffer channels.

Receive Decals, applies color, roughness, specular and metallic DBuffer channels.

Receive Decals, applies normal DBuffer channels.

Receive Decals, applies normal, roughness, specular and metallic DBuffer channels.

Receive Decals, applies roughness, specular and metallic DBuffer channels.

Render before depth of field.

Render after depth of field.

Render after motion blur. Disables depth test (the reconstruction post MB and TSR would otherwise flicker due to the TSR camera jittering making the depth buffer unstable). Because of that Lumen high quality reflections is also disabled to avoid visual discrepancy at depth intersection.

DBM_MAX 

◆ EMaterialDecalResponse

Defines how the material reacts on DBuffer decals, later we can expose more variants between None and Default.

Enumerator
UMETA 

Blend full material, updating the GBuffer, does not work for baked lighting.

Modulate BaseColor, blend rest, updating the GBuffer, does not work for baked lighting. Does not work in DBuffer mode (approximated as Translucent).

Only blend normal, updating the GBuffer, does not work for baked lighting.

Additive emissive only.

Put into DBuffer to work for baked lighting as well (becomes DBM_TranslucentNormal if normal is not hooked up).

Put into DBuffer to work for baked lighting as well.

Put into DBuffer to work for baked lighting as well (becomes DBM_DBuffer_Color if normal is not hooked up).

Put into DBuffer to work for baked lighting as well (becomes DBM_DBuffer_Roughness if normal is not hooked up).

Internal DBffer decal blend modes used for auto-converted decals

Output signed distance in Opacity depending on LightVector. Note: Can be costly, no shadow casting but receiving, no per pixel normal yet, no quality settings yet

Blend with existing scene color. Decal color is already pre-multiplied by alpha.

Ambient occlusion.

Do not receive decals (Later we still can read the DBuffer channels to customize the effect, this frees up some interpolators).

Receive Decals, applies all DBuffer channels.

Receive Decals, applies color DBuffer channels.

Receive Decals, applies color and normal DBuffer channels.

Receive Decals, applies color, roughness, specular and metallic DBuffer channels.

Receive Decals, applies normal DBuffer channels.

Receive Decals, applies normal, roughness, specular and metallic DBuffer channels.

Receive Decals, applies roughness, specular and metallic DBuffer channels.

Render before depth of field.

Render after depth of field.

Render after motion blur. Disables depth test (the reconstruction post MB and TSR would otherwise flicker due to the TSR camera jittering making the depth buffer unstable). Because of that Lumen high quality reflections is also disabled to avoid visual discrepancy at depth intersection.

UMETA 

Blend full material, updating the GBuffer, does not work for baked lighting.

Modulate BaseColor, blend rest, updating the GBuffer, does not work for baked lighting. Does not work in DBuffer mode (approximated as Translucent).

Only blend normal, updating the GBuffer, does not work for baked lighting.

Additive emissive only.

Put into DBuffer to work for baked lighting as well (becomes DBM_TranslucentNormal if normal is not hooked up).

Put into DBuffer to work for baked lighting as well.

Put into DBuffer to work for baked lighting as well (becomes DBM_DBuffer_Color if normal is not hooked up).

Put into DBuffer to work for baked lighting as well (becomes DBM_DBuffer_Roughness if normal is not hooked up).

Internal DBffer decal blend modes used for auto-converted decals

Output signed distance in Opacity depending on LightVector. Note: Can be costly, no shadow casting but receiving, no per pixel normal yet, no quality settings yet

Blend with existing scene color. Decal color is already pre-multiplied by alpha.

Ambient occlusion.

Do not receive decals (Later we still can read the DBuffer channels to customize the effect, this frees up some interpolators).

Receive Decals, applies all DBuffer channels.

Receive Decals, applies color DBuffer channels.

Receive Decals, applies color and normal DBuffer channels.

Receive Decals, applies color, roughness, specular and metallic DBuffer channels.

Receive Decals, applies normal DBuffer channels.

Receive Decals, applies normal, roughness, specular and metallic DBuffer channels.

Receive Decals, applies roughness, specular and metallic DBuffer channels.

Render before depth of field.

Render after depth of field.

Render after motion blur. Disables depth test (the reconstruction post MB and TSR would otherwise flicker due to the TSR camera jittering making the depth buffer unstable). Because of that Lumen high quality reflections is also disabled to avoid visual discrepancy at depth intersection.

UMETA 

Blend full material, updating the GBuffer, does not work for baked lighting.

Modulate BaseColor, blend rest, updating the GBuffer, does not work for baked lighting. Does not work in DBuffer mode (approximated as Translucent).

Only blend normal, updating the GBuffer, does not work for baked lighting.

Additive emissive only.

Put into DBuffer to work for baked lighting as well (becomes DBM_TranslucentNormal if normal is not hooked up).

Put into DBuffer to work for baked lighting as well.

Put into DBuffer to work for baked lighting as well (becomes DBM_DBuffer_Color if normal is not hooked up).

Put into DBuffer to work for baked lighting as well (becomes DBM_DBuffer_Roughness if normal is not hooked up).

Internal DBffer decal blend modes used for auto-converted decals

Output signed distance in Opacity depending on LightVector. Note: Can be costly, no shadow casting but receiving, no per pixel normal yet, no quality settings yet

Blend with existing scene color. Decal color is already pre-multiplied by alpha.

Ambient occlusion.

Do not receive decals (Later we still can read the DBuffer channels to customize the effect, this frees up some interpolators).

Receive Decals, applies all DBuffer channels.

Receive Decals, applies color DBuffer channels.

Receive Decals, applies color and normal DBuffer channels.

Receive Decals, applies color, roughness, specular and metallic DBuffer channels.

Receive Decals, applies normal DBuffer channels.

Receive Decals, applies normal, roughness, specular and metallic DBuffer channels.

Receive Decals, applies roughness, specular and metallic DBuffer channels.

Render before depth of field.

Render after depth of field.

Render after motion blur. Disables depth test (the reconstruction post MB and TSR would otherwise flicker due to the TSR camera jittering making the depth buffer unstable). Because of that Lumen high quality reflections is also disabled to avoid visual discrepancy at depth intersection.

UMETA 

Blend full material, updating the GBuffer, does not work for baked lighting.

Modulate BaseColor, blend rest, updating the GBuffer, does not work for baked lighting. Does not work in DBuffer mode (approximated as Translucent).

Only blend normal, updating the GBuffer, does not work for baked lighting.

Additive emissive only.

Put into DBuffer to work for baked lighting as well (becomes DBM_TranslucentNormal if normal is not hooked up).

Put into DBuffer to work for baked lighting as well.

Put into DBuffer to work for baked lighting as well (becomes DBM_DBuffer_Color if normal is not hooked up).

Put into DBuffer to work for baked lighting as well (becomes DBM_DBuffer_Roughness if normal is not hooked up).

Internal DBffer decal blend modes used for auto-converted decals

Output signed distance in Opacity depending on LightVector. Note: Can be costly, no shadow casting but receiving, no per pixel normal yet, no quality settings yet

Blend with existing scene color. Decal color is already pre-multiplied by alpha.

Ambient occlusion.

Do not receive decals (Later we still can read the DBuffer channels to customize the effect, this frees up some interpolators).

Receive Decals, applies all DBuffer channels.

Receive Decals, applies color DBuffer channels.

Receive Decals, applies color and normal DBuffer channels.

Receive Decals, applies color, roughness, specular and metallic DBuffer channels.

Receive Decals, applies normal DBuffer channels.

Receive Decals, applies normal, roughness, specular and metallic DBuffer channels.

Receive Decals, applies roughness, specular and metallic DBuffer channels.

Render before depth of field.

Render after depth of field.

Render after motion blur. Disables depth test (the reconstruction post MB and TSR would otherwise flicker due to the TSR camera jittering making the depth buffer unstable). Because of that Lumen high quality reflections is also disabled to avoid visual discrepancy at depth intersection.

UMETA 

Blend full material, updating the GBuffer, does not work for baked lighting.

Modulate BaseColor, blend rest, updating the GBuffer, does not work for baked lighting. Does not work in DBuffer mode (approximated as Translucent).

Only blend normal, updating the GBuffer, does not work for baked lighting.

Additive emissive only.

Put into DBuffer to work for baked lighting as well (becomes DBM_TranslucentNormal if normal is not hooked up).

Put into DBuffer to work for baked lighting as well.

Put into DBuffer to work for baked lighting as well (becomes DBM_DBuffer_Color if normal is not hooked up).

Put into DBuffer to work for baked lighting as well (becomes DBM_DBuffer_Roughness if normal is not hooked up).

Internal DBffer decal blend modes used for auto-converted decals

Output signed distance in Opacity depending on LightVector. Note: Can be costly, no shadow casting but receiving, no per pixel normal yet, no quality settings yet

Blend with existing scene color. Decal color is already pre-multiplied by alpha.

Ambient occlusion.

Do not receive decals (Later we still can read the DBuffer channels to customize the effect, this frees up some interpolators).

Receive Decals, applies all DBuffer channels.

Receive Decals, applies color DBuffer channels.

Receive Decals, applies color and normal DBuffer channels.

Receive Decals, applies color, roughness, specular and metallic DBuffer channels.

Receive Decals, applies normal DBuffer channels.

Receive Decals, applies normal, roughness, specular and metallic DBuffer channels.

Receive Decals, applies roughness, specular and metallic DBuffer channels.

Render before depth of field.

Render after depth of field.

Render after motion blur. Disables depth test (the reconstruction post MB and TSR would otherwise flicker due to the TSR camera jittering making the depth buffer unstable). Because of that Lumen high quality reflections is also disabled to avoid visual discrepancy at depth intersection.

UMETA 

Blend full material, updating the GBuffer, does not work for baked lighting.

Modulate BaseColor, blend rest, updating the GBuffer, does not work for baked lighting. Does not work in DBuffer mode (approximated as Translucent).

Only blend normal, updating the GBuffer, does not work for baked lighting.

Additive emissive only.

Put into DBuffer to work for baked lighting as well (becomes DBM_TranslucentNormal if normal is not hooked up).

Put into DBuffer to work for baked lighting as well.

Put into DBuffer to work for baked lighting as well (becomes DBM_DBuffer_Color if normal is not hooked up).

Put into DBuffer to work for baked lighting as well (becomes DBM_DBuffer_Roughness if normal is not hooked up).

Internal DBffer decal blend modes used for auto-converted decals

Output signed distance in Opacity depending on LightVector. Note: Can be costly, no shadow casting but receiving, no per pixel normal yet, no quality settings yet

Blend with existing scene color. Decal color is already pre-multiplied by alpha.

Ambient occlusion.

Do not receive decals (Later we still can read the DBuffer channels to customize the effect, this frees up some interpolators).

Receive Decals, applies all DBuffer channels.

Receive Decals, applies color DBuffer channels.

Receive Decals, applies color and normal DBuffer channels.

Receive Decals, applies color, roughness, specular and metallic DBuffer channels.

Receive Decals, applies normal DBuffer channels.

Receive Decals, applies normal, roughness, specular and metallic DBuffer channels.

Receive Decals, applies roughness, specular and metallic DBuffer channels.

Render before depth of field.

Render after depth of field.

Render after motion blur. Disables depth test (the reconstruction post MB and TSR would otherwise flicker due to the TSR camera jittering making the depth buffer unstable). Because of that Lumen high quality reflections is also disabled to avoid visual discrepancy at depth intersection.

UMETA 

Blend full material, updating the GBuffer, does not work for baked lighting.

Modulate BaseColor, blend rest, updating the GBuffer, does not work for baked lighting. Does not work in DBuffer mode (approximated as Translucent).

Only blend normal, updating the GBuffer, does not work for baked lighting.

Additive emissive only.

Put into DBuffer to work for baked lighting as well (becomes DBM_TranslucentNormal if normal is not hooked up).

Put into DBuffer to work for baked lighting as well.

Put into DBuffer to work for baked lighting as well (becomes DBM_DBuffer_Color if normal is not hooked up).

Put into DBuffer to work for baked lighting as well (becomes DBM_DBuffer_Roughness if normal is not hooked up).

Internal DBffer decal blend modes used for auto-converted decals

Output signed distance in Opacity depending on LightVector. Note: Can be costly, no shadow casting but receiving, no per pixel normal yet, no quality settings yet

Blend with existing scene color. Decal color is already pre-multiplied by alpha.

Ambient occlusion.

Do not receive decals (Later we still can read the DBuffer channels to customize the effect, this frees up some interpolators).

Receive Decals, applies all DBuffer channels.

Receive Decals, applies color DBuffer channels.

Receive Decals, applies color and normal DBuffer channels.

Receive Decals, applies color, roughness, specular and metallic DBuffer channels.

Receive Decals, applies normal DBuffer channels.

Receive Decals, applies normal, roughness, specular and metallic DBuffer channels.

Receive Decals, applies roughness, specular and metallic DBuffer channels.

Render before depth of field.

Render after depth of field.

Render after motion blur. Disables depth test (the reconstruction post MB and TSR would otherwise flicker due to the TSR camera jittering making the depth buffer unstable). Because of that Lumen high quality reflections is also disabled to avoid visual discrepancy at depth intersection.

UMETA 

Blend full material, updating the GBuffer, does not work for baked lighting.

Modulate BaseColor, blend rest, updating the GBuffer, does not work for baked lighting. Does not work in DBuffer mode (approximated as Translucent).

Only blend normal, updating the GBuffer, does not work for baked lighting.

Additive emissive only.

Put into DBuffer to work for baked lighting as well (becomes DBM_TranslucentNormal if normal is not hooked up).

Put into DBuffer to work for baked lighting as well.

Put into DBuffer to work for baked lighting as well (becomes DBM_DBuffer_Color if normal is not hooked up).

Put into DBuffer to work for baked lighting as well (becomes DBM_DBuffer_Roughness if normal is not hooked up).

Internal DBffer decal blend modes used for auto-converted decals

Output signed distance in Opacity depending on LightVector. Note: Can be costly, no shadow casting but receiving, no per pixel normal yet, no quality settings yet

Blend with existing scene color. Decal color is already pre-multiplied by alpha.

Ambient occlusion.

Do not receive decals (Later we still can read the DBuffer channels to customize the effect, this frees up some interpolators).

Receive Decals, applies all DBuffer channels.

Receive Decals, applies color DBuffer channels.

Receive Decals, applies color and normal DBuffer channels.

Receive Decals, applies color, roughness, specular and metallic DBuffer channels.

Receive Decals, applies normal DBuffer channels.

Receive Decals, applies normal, roughness, specular and metallic DBuffer channels.

Receive Decals, applies roughness, specular and metallic DBuffer channels.

Render before depth of field.

Render after depth of field.

Render after motion blur. Disables depth test (the reconstruction post MB and TSR would otherwise flicker due to the TSR camera jittering making the depth buffer unstable). Because of that Lumen high quality reflections is also disabled to avoid visual discrepancy at depth intersection.

MDR_MAX 

◆ EMaterialTranslucencyPass

Specifies which separate translucency pass to render in.

Enumerator
UMETA 

Blend full material, updating the GBuffer, does not work for baked lighting.

Modulate BaseColor, blend rest, updating the GBuffer, does not work for baked lighting. Does not work in DBuffer mode (approximated as Translucent).

Only blend normal, updating the GBuffer, does not work for baked lighting.

Additive emissive only.

Put into DBuffer to work for baked lighting as well (becomes DBM_TranslucentNormal if normal is not hooked up).

Put into DBuffer to work for baked lighting as well.

Put into DBuffer to work for baked lighting as well (becomes DBM_DBuffer_Color if normal is not hooked up).

Put into DBuffer to work for baked lighting as well (becomes DBM_DBuffer_Roughness if normal is not hooked up).

Internal DBffer decal blend modes used for auto-converted decals

Output signed distance in Opacity depending on LightVector. Note: Can be costly, no shadow casting but receiving, no per pixel normal yet, no quality settings yet

Blend with existing scene color. Decal color is already pre-multiplied by alpha.

Ambient occlusion.

Do not receive decals (Later we still can read the DBuffer channels to customize the effect, this frees up some interpolators).

Receive Decals, applies all DBuffer channels.

Receive Decals, applies color DBuffer channels.

Receive Decals, applies color and normal DBuffer channels.

Receive Decals, applies color, roughness, specular and metallic DBuffer channels.

Receive Decals, applies normal DBuffer channels.

Receive Decals, applies normal, roughness, specular and metallic DBuffer channels.

Receive Decals, applies roughness, specular and metallic DBuffer channels.

Render before depth of field.

Render after depth of field.

Render after motion blur. Disables depth test (the reconstruction post MB and TSR would otherwise flicker due to the TSR camera jittering making the depth buffer unstable). Because of that Lumen high quality reflections is also disabled to avoid visual discrepancy at depth intersection.

UMETA 

Blend full material, updating the GBuffer, does not work for baked lighting.

Modulate BaseColor, blend rest, updating the GBuffer, does not work for baked lighting. Does not work in DBuffer mode (approximated as Translucent).

Only blend normal, updating the GBuffer, does not work for baked lighting.

Additive emissive only.

Put into DBuffer to work for baked lighting as well (becomes DBM_TranslucentNormal if normal is not hooked up).

Put into DBuffer to work for baked lighting as well.

Put into DBuffer to work for baked lighting as well (becomes DBM_DBuffer_Color if normal is not hooked up).

Put into DBuffer to work for baked lighting as well (becomes DBM_DBuffer_Roughness if normal is not hooked up).

Internal DBffer decal blend modes used for auto-converted decals

Output signed distance in Opacity depending on LightVector. Note: Can be costly, no shadow casting but receiving, no per pixel normal yet, no quality settings yet

Blend with existing scene color. Decal color is already pre-multiplied by alpha.

Ambient occlusion.

Do not receive decals (Later we still can read the DBuffer channels to customize the effect, this frees up some interpolators).

Receive Decals, applies all DBuffer channels.

Receive Decals, applies color DBuffer channels.

Receive Decals, applies color and normal DBuffer channels.

Receive Decals, applies color, roughness, specular and metallic DBuffer channels.

Receive Decals, applies normal DBuffer channels.

Receive Decals, applies normal, roughness, specular and metallic DBuffer channels.

Receive Decals, applies roughness, specular and metallic DBuffer channels.

Render before depth of field.

Render after depth of field.

Render after motion blur. Disables depth test (the reconstruction post MB and TSR would otherwise flicker due to the TSR camera jittering making the depth buffer unstable). Because of that Lumen high quality reflections is also disabled to avoid visual discrepancy at depth intersection.

UMETA 

Blend full material, updating the GBuffer, does not work for baked lighting.

Modulate BaseColor, blend rest, updating the GBuffer, does not work for baked lighting. Does not work in DBuffer mode (approximated as Translucent).

Only blend normal, updating the GBuffer, does not work for baked lighting.

Additive emissive only.

Put into DBuffer to work for baked lighting as well (becomes DBM_TranslucentNormal if normal is not hooked up).

Put into DBuffer to work for baked lighting as well.

Put into DBuffer to work for baked lighting as well (becomes DBM_DBuffer_Color if normal is not hooked up).

Put into DBuffer to work for baked lighting as well (becomes DBM_DBuffer_Roughness if normal is not hooked up).

Internal DBffer decal blend modes used for auto-converted decals

Output signed distance in Opacity depending on LightVector. Note: Can be costly, no shadow casting but receiving, no per pixel normal yet, no quality settings yet

Blend with existing scene color. Decal color is already pre-multiplied by alpha.

Ambient occlusion.

Do not receive decals (Later we still can read the DBuffer channels to customize the effect, this frees up some interpolators).

Receive Decals, applies all DBuffer channels.

Receive Decals, applies color DBuffer channels.

Receive Decals, applies color and normal DBuffer channels.

Receive Decals, applies color, roughness, specular and metallic DBuffer channels.

Receive Decals, applies normal DBuffer channels.

Receive Decals, applies normal, roughness, specular and metallic DBuffer channels.

Receive Decals, applies roughness, specular and metallic DBuffer channels.

Render before depth of field.

Render after depth of field.

Render after motion blur. Disables depth test (the reconstruction post MB and TSR would otherwise flicker due to the TSR camera jittering making the depth buffer unstable). Because of that Lumen high quality reflections is also disabled to avoid visual discrepancy at depth intersection.

MTP_MAX