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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include "CoreMinimal.h"#include "UObject/ObjectMacros.h"#include "Misc/Guid.h"#include "Engine/EngineTypes.h"#include "HAL/ThreadSafeBool.h"#include "RenderCommandFence.h"#include "Materials/MaterialInterface.h"#include "MaterialExpressionIO.h"#include "Materials/MaterialExpression.h"#include "Materials/MaterialFunctionInterface.h"#include "Materials/MaterialLayersFunctions.h"#include "Materials/MaterialOverrideNanite.h"#include "Templates/UniquePtr.h"#include "Shader/ShaderTypes.h"#include "Physics/PhysicsInterfaceCore.h"#include "Material.generated.h"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 } |
| enum EDecalBlendMode : int |
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 | |
| enum EMaterialDecalResponse : int |
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 | |
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 | |