#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "UObject/Object.h"
#include "RenderResource.h"
#include "SubsurfaceProfile.generated.h"
Go to the source code of this file.
◆ MAX_SUBSURFACE_PROFILE_COUNT
| #define MAX_SUBSURFACE_PROFILE_COUNT 256 |
◆ ESubsurfaceImplementationTechniqueHint
| Enumerator |
|---|
| UMETA | Best for high quality like skin. Perform direct subsurface scattering with acceleration from adaptive filtered importance sampling (AFIS). It is expensive but more accurate. Will fallback to Separable if lower quality (better performance) is preferred (r.SSS.Burley.Quality 0) or force separable in half resolution (r.SSS.HalfRes 1 and r.SSS.HalfRes.ForceSeparable 1) for performance.
|
| UMETA | Best for high performance if large ice/snow covering. Perform subsurface scattering with vertial and horizontal separable filters.
|
◆ CreateSubsurfaceProfileParameterName()
◆ GetSSProfilesPreIntegratedTextureWithFallback()
◆ GetSubsurfaceProfileId()
◆ GetSubsurfaceProfileParameterName()
◆ GetSubsurfaceProfileTexture()
◆ GetSubsurfaceProfileTextureWithFallback()
◆ UpdateSubsurfaceProfileTexture()
◆ GSubsurfaceProfileTextureObject