#include <SpecularProfile.h>
◆ FSpecularProfileStruct()
| FSpecularProfileStruct::FSpecularProfileStruct |
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◆ Invalidate()
| void FSpecularProfileStruct::Invalidate |
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inline |
◆ IsProcedural()
| bool FSpecularProfileStruct::IsProcedural |
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const |
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inline |
◆ Format
Define the format driving the sampling of the specular LUT.
◆ 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
Define the texture used as a specular profile
◆ 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: