G1R AngelScript
Scripting reference for the Gothic 1 Remake
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UMaterialExpressionVolumetricAdvancedMaterialOutput Class Reference

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

Detailed Description

Material output expression for writing advanced volumetric material properties.

Member Function Documentation

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ bClampMultiScatteringContribution

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.

◆ bGrayScaleMaterial

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.

◆ bGroundContribution

bool bGroundContribution

Sample the shadowed lighting contribution from the ground onto the medium (single scattering). This adds some costs to the tracing when enabled.

◆ bRayMarchVolumeShadow

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.

◆ ConstMultiScatteringContribution

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.

◆ ConstMultiScatteringEccentricity

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.

◆ ConstMultiScatteringOcclusion

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.

◆ ConstPhaseBlend

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].

◆ ConstPhaseG

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.

◆ ConstPhaseG2

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].

◆ MultiScatteringApproximationOctaveCount

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).

◆ PerSamplePhaseEvaluation

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.