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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Material output expression for writing advanced volumetric material properties. More...
Static Public Member Functions | |
Static Functions | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UMaterialExpressionCustomOutput | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UMaterialExpression | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UObject | |
| static UClass | StaticClass () |
Public Attributes | |
Multi-Scattering | |
| float32 | ConstMultiScatteringOcclusion |
| Only used if MultiScatteringOcclusion is not hooked up. Multi-scattering approximation: represents how much occlusion will be reduced for each successive octave. Valid range is [0,1], from low to high occlusion. | |
| float32 | ConstMultiScatteringContribution |
| Only used if MultiScatteringContribution is not hooked up. Multi-scattering approximation: represents how much contribution each successive octave will add. Valid range is [0,1], from low to high contribution. | |
| float32 | ConstMultiScatteringEccentricity |
| Only used if MultiScatteringEccentricity is not hooked up. Multi-scattering approximation: represents how much the phase will become isotropic for each successive octave. Valid range is [0,1], from anisotropic to isotropic phase. | |
| uint | MultiScatteringApproximationOctaveCount |
| How many octave to use for the multiple-scattering approximation. This makes the shader more expensive so you should only use 0 or 1 for better performance, and tweak multiple scattering parameters accordingly. 0 means single scattering only. The maximum value is 2 (expenssive). | |
Options | |
| bool | bRayMarchVolumeShadow |
| Disable this to use the cloud shadow map instead of secondary raymarching. This is usually enough for clouds viewed from the ground and it result in a performance boost. Shadow now have infinite length but also becomes less accurate and gray scale. | |
| bool | bClampMultiScatteringContribution |
| Set whether multiple scattering contribution entry is clamped in [0,1] or not. When disabled, the artist is in charge for ensuring the visual remain in a reasonable brighness range. | |
| bool | bGrayScaleMaterial |
| Set this for the material to only be considered grey scale, only using the R chanel of the input parameters internally. The lighting will still be colored. This is an optimisation. | |
| bool | bGroundContribution |
| Sample the shadowed lighting contribution from the ground onto the medium (single scattering). This adds some costs to the tracing when enabled. | |
Phase | |
| bool | PerSamplePhaseEvaluation |
| Set this to true to force the phase function to be evaluated per sample, instead once per pixel (globally). Per sample evaluation is slower. | |
| float32 | ConstPhaseBlend |
| Only used if PhaseBlend is not hooked up. Lerp factor when blending the two phase functions parameterized by G and G2. Valid range is [0,1]. | |
| float32 | ConstPhaseG2 |
| Only used if PhaseG2 is not hooked up. Parameter 'g' input to the second phase function describing how much forward(g<0) or backward (g>0) light scatter around. Valid range is [-1,1]. | |
| float32 | ConstPhaseG |
| Only used if PhaseG is not hooked up. Parameter 'g' input to the phase function describing how much forward(g<0) or backward (g>0) light scatter around. | |
| Public Attributes inherited from UMaterialExpression | |
| int | MaterialExpressionEditorY |
| int | MaterialExpressionEditorX |
| FString | Desc |
| A description that level designers can add (shows in the material editor UI). | |
| Public Attributes inherited from UObject | |
| const UClass | Class |
| const UObject | Outer |
| const UPackage | Outermost |
| const UPackage | Package |
| const UWorld | World |
| const FName | Name |
| const bool | IsRooted |
Additional Inherited Members | |
| Public Member Functions inherited from UObject | |
| bool | MarkPackageDirty () const |
| void | RemoveFromRoot () |
| bool | GetIsRooted () const |
| bool | IsTransient () const |
| bool | Modify (bool bAlwaysMarkDirty=true) |
| void | SetTransactional (bool bTransactional) |
| bool | IsSupportedForNetworking () const |
| UClass | GetClass () const |
| UObject | GetOuter () const |
| UObject | GetTypedOuter (TSubclassOf< UObject > Target) const |
| Traverses the outer chain searching for the next object of a certain type. | |
| UPackage | GetOutermost () const |
| UPackage | GetPackage () const |
| void | AddToRoot () |
| UWorld | GetWorld () const |
| FName | GetName () const |
| FString | GetFullName (const UObject StopOuter=nullptr) const |
| FString | GetPathName (const UObject StopOuter=nullptr) const |
| bool | IsA (const UClass Class) const |
| Returns true if this object is of the specified type, or a child of that type. | |
| void | SaveConfig () |
| void | LoadConfig () |
| void | ReloadConfig () |
| void | CopyScriptPropertiesFrom (const UObject OtherObject) |
| void | opCast (?&Address) const |
| FString | ToString () const |
Material output expression for writing advanced volumetric material properties.
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static |
| bool bClampMultiScatteringContribution |
Set whether multiple scattering contribution entry is clamped in [0,1] or not. When disabled, the artist is in charge for ensuring the visual remain in a reasonable brighness range.
| bool bGrayScaleMaterial |
Set this for the material to only be considered grey scale, only using the R chanel of the input parameters internally. The lighting will still be colored. This is an optimisation.
| bool bGroundContribution |
Sample the shadowed lighting contribution from the ground onto the medium (single scattering). This adds some costs to the tracing when enabled.
| bool bRayMarchVolumeShadow |
Disable this to use the cloud shadow map instead of secondary raymarching. This is usually enough for clouds viewed from the ground and it result in a performance boost. Shadow now have infinite length but also becomes less accurate and gray scale.
| float32 ConstMultiScatteringContribution |
Only used if MultiScatteringContribution is not hooked up. Multi-scattering approximation: represents how much contribution each successive octave will add. Valid range is [0,1], from low to high contribution.
| float32 ConstMultiScatteringEccentricity |
Only used if MultiScatteringEccentricity is not hooked up. Multi-scattering approximation: represents how much the phase will become isotropic for each successive octave. Valid range is [0,1], from anisotropic to isotropic phase.
| float32 ConstMultiScatteringOcclusion |
Only used if MultiScatteringOcclusion is not hooked up. Multi-scattering approximation: represents how much occlusion will be reduced for each successive octave. Valid range is [0,1], from low to high occlusion.
| float32 ConstPhaseBlend |
Only used if PhaseBlend is not hooked up. Lerp factor when blending the two phase functions parameterized by G and G2. Valid range is [0,1].
| float32 ConstPhaseG |
Only used if PhaseG is not hooked up. Parameter 'g' input to the phase function describing how much forward(g<0) or backward (g>0) light scatter around.
| float32 ConstPhaseG2 |
Only used if PhaseG2 is not hooked up. Parameter 'g' input to the second phase function describing how much forward(g<0) or backward (g>0) light scatter around. Valid range is [-1,1].
| uint MultiScatteringApproximationOctaveCount |
How many octave to use for the multiple-scattering approximation. This makes the shader more expensive so you should only use 0 or 1 for better performance, and tweak multiple scattering parameters accordingly. 0 means single scattering only. The maximum value is 2 (expenssive).
| bool PerSamplePhaseEvaluation |
Set this to true to force the phase function to be evaluated per sample, instead once per pixel (globally). Per sample evaluation is slower.