UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FSpecularProfileStruct Struct Reference

#include <SpecularProfile.h>

Public Member Functions

 FSpecularProfileStruct ()
 
bool IsProcedural () const
 
void Invalidate ()
 

Public Attributes

ESpecularProfileFormat Format
 
FRuntimeCurveLinearColor ViewColor
 
FRuntimeCurveLinearColor LightColor
 
TObjectPtr< UTexture2DTexture
 

Constructor & Destructor Documentation

◆ FSpecularProfileStruct()

FSpecularProfileStruct::FSpecularProfileStruct ( )

Member Function Documentation

◆ Invalidate()

void FSpecularProfileStruct::Invalidate ( )
inline

◆ IsProcedural()

bool FSpecularProfileStruct::IsProcedural ( ) const
inline

Member Data Documentation

◆ Format

ESpecularProfileFormat FSpecularProfileStruct::Format

Define the format driving the sampling of the specular LUT.

◆ LightColor

FRuntimeCurveLinearColor FSpecularProfileStruct::LightColor

Define the light facing color Exemple with View/Light mode: color at 0 is applied when NoL=0 (light hit the surface at grazing angle) while color at 1 is applied when NoV=1 (light hit the surface at facing angle).

◆ Texture

TObjectPtr<UTexture2D> FSpecularProfileStruct::Texture

Define the texture used as a specular profile

◆ ViewColor

FRuntimeCurveLinearColor FSpecularProfileStruct::ViewColor

Define the view facing color. Exemple with View/Light mode: color at 0 is applied when NoV=0 (view grazing angle) while color at 1 is applied when NoV=1 (view facing angle).


The documentation for this struct was generated from the following files: