#include <SubsurfaceProfile.h>
◆ FSubsurfaceProfileStruct()
| FSubsurfaceProfileStruct::FSubsurfaceProfileStruct |
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◆ Invalidate()
| void FSubsurfaceProfileStruct::Invalidate |
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◆ 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
◆ ExtinctionScale
| float FSubsurfaceProfileStruct::ExtinctionScale |
◆ 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
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
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
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
It should match The base color of the corresponding material as much as possible.
◆ 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: