G1R AngelScript
Scripting reference for the Gothic 1 Remake
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FSubsurfaceProfileStruct Struct Reference

struct with all the settings we want in USubsurfaceProfile, separate to make it easer to pass this data around in the engine. More...

Public Member Functions

Functions
FSubsurfaceProfileStruct & opAssign (FSubsurfaceProfileStruct Other)

Public Attributes

Burley Normalized
FLinearColor 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.
FLinearColor MeanFreePathColor
 Controls how far light goes into the subsurface in the Red, Green and Blue channel. It is scaled by Mean Free path distance.
float32 MeanFreePathDistance
 Subsurface mean free path distance in world/unreal units (cm).
float32 WorldUnitScale
 Control the scale of world/unreal units (cm).
bool bEnableBurley
 Effective only when Burley subsurface scattering is enabled in cmd.
bool bEnableMeanFreePath
 Switch to use Mean Free Path, otherwise use diffuse mean free path.
FLinearColor SurfaceAlbedo
 It should match The base color of the corresponding material as much as possible.
FLinearColor BoundaryColorBleed
Dual Specular
float32 LobeMix
float32 Roughness1
float32 Roughness0
SubsurfaceProfileStruct
FLinearColor 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).
float32 ScatterRadius
 in world/unreal units (cm)
FLinearColor 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)
Transmission
float32 ScatteringDistribution
float32 NormalScale
float32 ExtinctionScale
FLinearColor TransmissionTintColor
 Transmission tint control. It is multiplied on the transmission results. Works only when Burley is enabled.
float32 IOR

Detailed Description

struct with all the settings we want in USubsurfaceProfile, separate to make it easer to pass this data around in the engine.

Member Function Documentation

◆ opAssign()

Member Data Documentation

◆ bEnableBurley

bool bEnableBurley

Effective only when Burley subsurface scattering is enabled in cmd.

◆ bEnableMeanFreePath

bool bEnableMeanFreePath

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

◆ BoundaryColorBleed

FLinearColor BoundaryColorBleed

◆ ExtinctionScale

float32 ExtinctionScale

◆ FalloffColor

FLinearColor 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)

◆ IOR

float32 IOR

◆ LobeMix

float32 LobeMix

◆ MeanFreePathColor

FLinearColor 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

float32 MeanFreePathDistance

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

◆ NormalScale

float32 NormalScale

◆ Roughness0

float32 Roughness0

◆ Roughness1

float32 Roughness1

◆ ScatteringDistribution

float32 ScatteringDistribution

◆ ScatterRadius

float32 ScatterRadius

in world/unreal units (cm)

◆ SubsurfaceColor

FLinearColor 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 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 TransmissionTintColor

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

◆ WorldUnitScale

float32 WorldUnitScale

Control the scale of world/unreal units (cm).