UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
RuntimeVirtualTextureEnum.h File Reference
#include "Misc/EnumRange.h"
#include "RuntimeVirtualTextureEnum.generated.h"

Go to the source code of this file.

Namespaces

namespace  RuntimeVirtualTexture
 

Enumerations

enum  { RuntimeVirtualTexture::MaxTextureLayers = 3 }
 
enum class  ERuntimeVirtualTextureAttributeType : uint8 {
  BaseColor , Normal , Roughness , Specular ,
  Mask , Mask4 , WorldHeight , Displacement ,
  Count
}
 
enum class  ERuntimeVirtualTextureMaterialType : uint8 {
  UMETA =(DisplayName = "Base Color") , UMETA =(DisplayName = "Mask4", ToolTip = "4 channel mask texture.") , UMETA =(DisplayName = "Base Color, Normal, Roughness", ToolTip = "Local space Normal. Requires less memory than 'Base Color, Normal, Roughness, Specular'. Supports LQ compression.") , UMETA =(DisplayName = "Base Color, Normal, Roughness, Specular") ,
  UMETA =(DisplayName = "YCoCg Base Color, Normal, Roughness, Specular", ToolTip = "Base Color is stored in YCoCg space. This requires more memory but may provide better quality.") , UMETA =(DisplayName = "YCoCg Base Color, Normal, Roughness, Specular, Mask", ToolTip="Base Color is stored in YCoCg space. This requires more memory but may provide better quality.") , UMETA =(DisplayName = "World Height") , UMETA =(DisplayName = "Displacement") ,
  UMETA =(Hidden)
}
 
enum  { RuntimeVirtualTexture::MaterialType_NumBits = 3 }
 
enum class  ERuntimeVirtualTextureMainPassType : uint8 { UMETA =(DisplayName = "Never") , UMETA =(DisplayName = "From Virtual Texture") , UMETA =(DisplayName = "Always") }
 
enum  ERuntimeVirtualTextureShaderUniform {
  ERuntimeVirtualTextureShaderUniform_WorldToUVTransform0 , ERuntimeVirtualTextureShaderUniform_WorldToUVTransform1 , ERuntimeVirtualTextureShaderUniform_WorldToUVTransform2 , ERuntimeVirtualTextureShaderUniform_WorldHeightUnpack ,
  ERuntimeVirtualTextureShaderUniform_Count
}
 

Functions

 ENUM_RANGE_BY_COUNT (ERuntimeVirtualTextureMaterialType, ERuntimeVirtualTextureMaterialType::Count)
 

Enumeration Type Documentation

◆ ERuntimeVirtualTextureAttributeType

Enumeration of all runtime virtual texture material attributes. These can be combined to form full ERuntimeVirtualTextureMaterialType layouts.

Enumerator
BaseColor 
Normal 
Roughness 
Specular 
Mask 
Mask4 
WorldHeight 
Displacement 
Count 

◆ ERuntimeVirtualTextureMainPassType

Enumeration of main pass behaviors when rendering to a runtime virtual texture.

Enumerator
UMETA 

Never render to the main pass. Use this for primitives that only render to Runtime Virtual Texture and can be missing if there is no virtual texture support.

UMETA 

Render to the main pass if no associated Runtime Virtual Texture Volumes are set to 'Hide Primitives'. This will render to the main pass if there is no matching Runtime Virtual Texture Volume placed in the scene.

UMETA 

Always render to the main pass. Use this for items that both read from and write to a Runtime Virtual Texture.

◆ ERuntimeVirtualTextureMaterialType

Enumeration of virtual texture stack layouts to support. Extend this enumeration with other layouts as required. For example we will probably want to add a displacement texture option. This "fixed function" approach will probably break down if we end up needing to support some complex set of attribute combinations but it is OK to begin with.

Enumerator
UMETA 
UMETA 
UMETA 
UMETA 
UMETA 
UMETA 
UMETA 
UMETA 
UMETA 

◆ ERuntimeVirtualTextureShaderUniform

Enumeration of runtime virtual texture shader uniforms.

Enumerator
ERuntimeVirtualTextureShaderUniform_WorldToUVTransform0 
ERuntimeVirtualTextureShaderUniform_WorldToUVTransform1 
ERuntimeVirtualTextureShaderUniform_WorldToUVTransform2 
ERuntimeVirtualTextureShaderUniform_WorldHeightUnpack 
ERuntimeVirtualTextureShaderUniform_Count 

Function Documentation

◆ ENUM_RANGE_BY_COUNT()