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

#include <SubsurfaceProfile.h>

Public Member Functions

 FSubsurfaceProfileStruct ()
 
void Invalidate ()
 

Public Attributes

FLinearColor SurfaceAlbedo
 
FLinearColor MeanFreePathColor
 
float MeanFreePathDistance
 
float WorldUnitScale
 
bool bEnableBurley
 
bool bEnableMeanFreePath
 
FLinearColor Tint
 
float ScatterRadius
 
FLinearColor SubsurfaceColor
 
FLinearColor FalloffColor
 
FLinearColor BoundaryColorBleed
 
ESubsurfaceImplementationTechniqueHint Implementation
 
float ExtinctionScale
 
float NormalScale
 
float ScatteringDistribution
 
float IOR
 
float Roughness0
 
float Roughness1
 
float LobeMix
 
FLinearColor TransmissionTintColor
 

Constructor & Destructor Documentation

◆ FSubsurfaceProfileStruct()

FSubsurfaceProfileStruct::FSubsurfaceProfileStruct ( )
inline

Member Function Documentation

◆ Invalidate()

void FSubsurfaceProfileStruct::Invalidate ( )
inline

Member Data Documentation

◆ bEnableBurley

bool FSubsurfaceProfileStruct::bEnableBurley

Effective only when Burley subsurface scattering is enabled in cmd.

◆ bEnableMeanFreePath

bool FSubsurfaceProfileStruct::bEnableMeanFreePath

Switch to use Mean Free Path, otherwise use diffuse mean free path.

◆ BoundaryColorBleed

FLinearColor FSubsurfaceProfileStruct::BoundaryColorBleed

◆ ExtinctionScale

float FSubsurfaceProfileStruct::ExtinctionScale

◆ FalloffColor

FLinearColor FSubsurfaceProfileStruct::FalloffColor

defines the per-channel falloff of the gradients produced by the subsurface scattering events, can be used to fine tune the color of the gradients (called "falloff" in SeparableSSS, default there: 1, 0.37, 0.3)

◆ Implementation

ESubsurfaceImplementationTechniqueHint FSubsurfaceProfileStruct::Implementation

This allows users to use mixed implementations for best quality and performance (e.g., High quality for skin with AFIS, and high performance on ice with Separable in the same scene).

◆ IOR

float FSubsurfaceProfileStruct::IOR

◆ LobeMix

float FSubsurfaceProfileStruct::LobeMix

◆ MeanFreePathColor

FLinearColor FSubsurfaceProfileStruct::MeanFreePathColor

Controls how far light goes into the subsurface in the Red, Green and Blue channel. It is scaled by Mean Free path distance.

◆ MeanFreePathDistance

float FSubsurfaceProfileStruct::MeanFreePathDistance

Subsurface mean free path distance in world/unreal units (cm)

◆ NormalScale

float FSubsurfaceProfileStruct::NormalScale

◆ Roughness0

float FSubsurfaceProfileStruct::Roughness0

◆ Roughness1

float FSubsurfaceProfileStruct::Roughness1

◆ ScatteringDistribution

float FSubsurfaceProfileStruct::ScatteringDistribution

◆ ScatterRadius

float FSubsurfaceProfileStruct::ScatterRadius

in world/unreal units (cm)

◆ SubsurfaceColor

FLinearColor FSubsurfaceProfileStruct::SubsurfaceColor

Specifies the how much of the diffuse light gets into the material, can be seen as a per-channel mix factor between the original image, and the SSS-filtered image (called "strength" in SeparableSSS, default there: 0.48, 0.41, 0.28)

◆ SurfaceAlbedo

FLinearColor FSubsurfaceProfileStruct::SurfaceAlbedo

It should match The base color of the corresponding material as much as possible.

◆ Tint

FLinearColor FSubsurfaceProfileStruct::Tint

Specifies the how much of the diffuse light gets into the material, can be seen as a per-channel mix factor between the original image, and the SSS-filtered image. It introduces Non-PBR looks.

◆ TransmissionTintColor

FLinearColor FSubsurfaceProfileStruct::TransmissionTintColor

Transmission tint control. It is multiplied on the transmission results. Works only when Burley is enabled.

◆ WorldUnitScale

float FSubsurfaceProfileStruct::WorldUnitScale

Control the scale of world/unreal units (cm)


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