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2017. 4. 26. 18:16

Material Function Reference UE4/Practice2017. 4. 26. 18:16

Material Function Reference

Blends / Gradient / Image Adjustment / Math / Misc / Opacity / Particles / Pivot Painter / Procedurals / Reflections / Shading / Texturing / VectorOps / WorldPositionOffset


https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/Functions/Reference/index.html

https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/Functions/index.html


Blend Functions



Coordinates
 BlurSampleOffsets
 LocalPosition
 PantextureCoordinateChannelfrom-1ton+1
 PantextureCoordinateFrom-1toN+1
 SampleSceneDepth
 UVBrickpatterns
 UVRemap_0-1_ToRange
 UVToLongLat

Cubemaps
 UVToLongLat

Debug
  DebugOnOff
  DebugTimeSine

Foliage
 PixelDepthOffset_Foliage

Get Post Processing Setting
 GetAmbientCubemapIntensity
 GetAmbientCubemapTint



Gradient Functions





Lighting
 PixelDepthOffset_Foliage

Material Layer Blend
 MatLayerBlend_BreakBaseColor
 MatLayerBlend_BreakNormal
 MatLayerBlend_TenLayerBlend


Math Functions
  • Add Components
  • Pi
  • LinearSine
  • VectorToRadialValue
  • CreateThirdOrthogonalVector
  • DeriveNormalZ_Function
  • MakeVectorsOrthogonal
  • MultiplyAdd
  • RayTracedSphere
  • RGBtoHSV
  • SafeNormalize
  • SumOfAConsecutiveNumberSequence
  • Transform3x3Matrix
  • TransformToClipSpace
  • UnpackNormalFromFloat


MaxScripts
 MS_MultiNormal_UVnormals
 MS_MultiNormal_VertexColorNormals
 MS_SequencePainter_Sequence
 MS_SequencePainter_SequenceFlipbook

Misc
 SpirBlur-SceneTexture











Utility
 BoxMask-2D
 BoxMask-3D

Vectors
 CameraVectorWithWPOOptions
 RotateVector


WorldPositionOffset Functions


Uncategorized
 1Dto2DIndex
 1Dto3DIndex
 2dArrayLookupByIndex
 2Dto1DIndex       ex)   8x8 grid would return cells 0~63.
 3ColorBlend
 3Dto1DIndex
 AlignFacingParticlesByVelocity2D
 AlphaOffset
 Axisalignedfresnel
 BakedDisplacement
 BeersLaw 베에르의 법칙: 용액의 흡광도와 농도 및 광투과 흡수물질층의 두께의 관계를 나타내는 법칙. ue4함수내용: -(두께 *깊이)^2.71
 BellCurve
 Blend_Overlay
 Blend_Screen
 BlendangleCorrectedNormals
 BlurSampleOffsets
 BoundingBoxBased_0-1_UVW
 BoxIntersection
 BreakOutFloat2Components
 BreakOutFloat3Components
 BreakOutFloat4Components
 BrickandTileUVs
 CalcLightsourceAngle
 CameraDepthFade
 CameraDirectionVector
 CanopyCreator_Branches
 CheapContrast
 CheckerPattern
 Cheoma_Key_Alpha
 ComponentBasisVectors
 ComponentPivotLocation
 Compute3DDeriv
 ComputeFilterWidth
 ComputeMipLevel
 Contrast_Preserve_Color
 CurlFrom3DDeriv
 CustomReflectionVector
 CustomRotator
 CylinderIntersection
 DebugBinaryValues-Float
 DebugBinaryValues-Int
 DebugFloat2Values
 DebugFloat3Values
 DebugFloat4Values
 DebugScalarValues
 DepthFromWordPosition
 DeriveTangentBias
 DiamondGradient
 DistanceField_Capsule
 DistanceField_Cylinder
 DistanceField_Intersection
 DistanceField_Sphere
 DistanceField_Subtract
 DistanceField_Union
 DistanceLimitedReflections
 DitherTemporalAA
 DrawLine-2D
 DrawLine-3D
 DynamicBranch

 Ellipsoid-ConeShadow-Texture Same as the above Sphere shadow but stretched along a specified axis. 

 ExponentialDensity
 FlattenNormal
 FlipBook
 FlipBook_MotionVectors
 FoliageScaleFactor
 FoliageZRoatation
 FOV
 Fresnel_Function
 FuzzyShading
 GradFrom3DDeriv
 HighPassFunction
 HighPassTexture
 HighPrecisionWorldPosTextureSampling
 HueShift
 Imposter_MotionVectors
 ImposterUVs
 InverseTransformMatrix
 Ladscape_Manual_UVW
 Lerp_Multiple_Float2
 Lerp_Multiple_Float3
 Lerp_Multiple_Float4
 Lerp_ScratchGrime
 LinearGradient
 LineIntervalIntersection
 LongLatToUV
 LumensFromLightSource
 Luminosity_And_Color
 MakeFloat2
 MakeFloat3
 MakeFloat4
 MatLayerBlend_AddWorldPositionOffset
 MatLayerBlend__AO
 MatLayerBlend_BakedNormal
 MatLayerBlend_BakedNormal_Simple_Add
 MatLayerBlend_BlendAngleCorrectedNormals
 MatLayerBlend_BreakOpacity
 MatLayerBlend_Decal
 MatLayerBlend_DecalUV3
 MatLayerBlend_Emissive
 MatLayerBlend_LightmassReplace
 MatLayerBlend_ModulateRoughness
 MatLayerBlend_ModulateSpecular
 MatLayerBlend_Multiply
 MatLayerBlend_MultiplyBaseColor
 MatLayerBlend_NormalBlend
 MatLayerBlend_NormalFlatten
 MatLayerBlend_OverrideBaseColor
 MatLayerBlend_OverrideDiaplacement
 MatLayerBlend_OverrideMeralness
 MatLayerBlend_OverrideOpacity
 MatLayerBlend_OverrideOpacityMask
 MatLayerBlend_OverrideSubSurface
 MatLayerBlend_OverrideWorldPositionOffset
 MatLayerBlend_ReplaceNormals
 MatLayerBlend_RoughnessOverride
 MatLayerBlend_SeparateNormalandColorClamps
 MatLayerBlend_Simple
 MatLayerBlend_Stain
 MatLayerBlend_Standard
 MatLayerBlend_StandardWidthDisplacement
 MatLayerBlend_StandardWidthMaskEdgeTint
 MatLayerBlend_Tint
 MatLayerBlend_TintAllChannels
 MatLayerBlend_TopNormal
 MF_RotateVector_90
 MS_CanopyCreatorMeshExpansion
 ms_PivotPainter2_CaculateMeshElementIndex
 ms_PivotPainter2_Decode8BitAlphaAxisExtent
 ms_PivotPainter2_DecodeAxisVector
 ms_PivotPainter2_DecodePosition
 ms_PivotPainter2_ReturnPrentTextureInfo
 ms_PivotPainter2_UnpackIntegerAsFloat
 MS_VertexanimationTools_MorphTargets
 ObjectAlignedVirtualPlaneCoordinates
 ObjectLocalBounds
 ObjectPivotPoint
 ObjectScale
 OctahedronToUnitVector
 OffsetAndScaleTo1
 OrthoFOV
 ParallaxOcclusionMapping
 ParticleDOF
 PassThrouth
 PerturbNormalHQ
 Pi
 PivotPainter_HierarchyData
 PivotPainter_PerObjectData
 PivotPainter_PerObjectFloiageData
 PivotPainter_TreeData
 PivotPainter2FoliageShader
 PixelInWorldUnits
 PlotFunctionOnGraph
 PlotFunctionOnGraph_Derivative
 PlotFunctionOnGraph_Setup_Input
 Prepare3DDeriv
 PreparePerturbNormalHQ
 QuadraticFormula
 RayMarchheightMap
 RayTraceSphereFalloff
 Round
 ScaleUVsAroundPoint
 ScaleUVsByCenter
 ScebeTextureAverage
 ScreenAlignedPixelToPixelUVs
 ScreenAlignedUVs
 ScreenResolution
 Scurve
 Sign
 Sign_Remapped
 SmoothCeil

----------------------------------
 SmoothStep  Returns a smooth Hermite interpolation between 0 and 1 for the value X (where X ranges between A and B) Clamped to 0 for X <= A and 1 for X >= B.
 Spherical-Cap-Intersection. This material function calculates the area of a spherical cap intersection given a light source angle and angle of visibility. Has option to use cheaper 'SmoothStep' calculation. In general this function is useful for pre-baking lookup textures but it can also be used in realtime when using the SmoothStep approximation.
float smoothstep(float edge0, float edge1, float x) {
  // Scale, bias and saturate x to 0..1 range
  x = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0); 
  // Evaluate polynomial
  return x * x * (3 - 2 * x);
}

float clamp(float x, float lowerlimit, float upperlimit) {
  if (x < lowerlimit)
    x = lowerlimit;
  if (x > upperlimit)
    x = upperlimit;
  return x;
}

허마이트 보간법
--------------------------------------------------------

 SpeedTreeColorVariation
 Sphere_AO

 Sphere-ConeShadow-Texture Returns the shadow response from a sphere in the world given a position and radius.


 SphereGradient-2D
 SphereGradient-3D
 Spherical-Cap-Intersection
 Spiralblur-Texture
 SplineThicken
 SplitComponents
 Sprite
 StaticMeshDecal_Function
 StaticMeshMorphTargets
 SteppingPannerTime
 SubUV_Function
 Swizzle
 TangentBias
 Texture_Bombing
 Texture_Bombing_POM
 TextureCropping
 TimeWithSpeedVatiable
 TransformImposterNormals
 TransfrotmNormals_Tangent_to_Vertex
 TransformToZVector
 UnitVectorToOctahedron
 UnSharpMaskFunction
 UnSharpMaskTexture
 UnWrapUVsForRender
 UVToLongLat
 VectorLength
 VectorToRadialValue
 VirtualPlaneCoordinates
 WorldAlignedBlend
 WorldAlignedNormal
 WorldCoordinate3Way
 WorldPosition-XY
 WorldPositionBehindTranslucency
 WorldUnitsInPixel


 


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