struct with all the settings we want in USubsurfaceProfile, separate to make it easer to pass this data around in the engine.
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| 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.
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| 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.
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| float32 | MeanFreePathDistance |
| | Subsurface mean free path distance in world/unreal units (cm).
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| float32 | WorldUnitScale |
| | Control the scale of world/unreal units (cm).
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| bool | bEnableBurley |
| | Effective only when Burley subsurface scattering is enabled in cmd.
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| bool | bEnableMeanFreePath |
| | Switch to use Mean Free Path, otherwise use diffuse mean free path.
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| FLinearColor | SurfaceAlbedo |
| | It should match The base color of the corresponding material as much as possible.
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| FLinearColor | BoundaryColorBleed |
| float32 | LobeMix |
| float32 | Roughness1 |
| float32 | Roughness0 |
| 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).
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| float32 | ScatterRadius |
| | in world/unreal units (cm)
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| 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)
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| float32 | ScatteringDistribution |
| float32 | NormalScale |
| float32 | ExtinctionScale |
| FLinearColor | TransmissionTintColor |
| | Transmission tint control. It is multiplied on the transmission results. Works only when Burley is enabled.
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| float32 | IOR |
struct with all the settings we want in USubsurfaceProfile, separate to make it easer to pass this data around in the engine.
◆ opAssign()
◆ bEnableBurley
Effective only when Burley subsurface scattering is enabled in cmd.
◆ bEnableMeanFreePath
Switch to use Mean Free Path, otherwise use diffuse mean free path.
◆ BoundaryColorBleed
◆ 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)
◆ IOR
◆ 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
| float32 MeanFreePathDistance |
Subsurface mean free path distance in world/unreal units (cm).
◆ NormalScale
◆ Roughness0
◆ Roughness1
◆ ScatteringDistribution
| float32 ScatteringDistribution |
◆ 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
Transmission tint control. It is multiplied on the transmission results. Works only when Burley is enabled.
◆ WorldUnitScale
Control the scale of world/unreal units (cm).