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_ColorBurn
- Blend_ColorDodge
- Blend_Darken
- Blend_Difference
- Blend_Exclusion
- Blend_HardLight
- Blend_Lighten
- Blend_LinearBurn
- Blend_LinearDodge
- Blend_LinearLight
- Blend_Overlay
- Blend_PinLight
- Blend_Screen
- Blend_SoftLight
- Lerp_ScratchGrime2
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
- Radial Gradient Exponential
- Diamond Gradient
- Linear Gradient
- Smooth Curve
- Value Step
- GradientMap_Multi
Image Adjustment Functions
- 3ColorBlend
- CheapContrast
- CheapContrast_RGB
- SCurve
- 3PointLevels
- HueShift
- SmoothThreshold
- DeriveHDRfromHDR
- RaiseBlackLevelsByPercentage
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
Pivot Painter Functions
- PivotPainter_HierarchyData
- PivotPainter_PerObjectData
- PivotPainter_PerObjectFoliageData
- PivotPainter_TreeData
Procedural Functions
- GeneratedBand
- GeneratedOffsetBands
- NormalFromHeightmap
- NormalFromHeightmapChaos
- NormalFromFunction
- ObjectSpaceFallOff
- CylindricalUVs
- DetailTexturing
- LocalAlignedTexture
- ZWorldSpaceFlow
- TextureCropping
- WorldAlignedNormal
- WorldAlignedTexture
- 3DSandMayaUVCoordinates
- CustomRotator
- HeightLerp
- CameraWorldBlend
- LocalSpaceSurfaceMirroring
- SubUV_Function
- TwoSidedTexturing
- WorldCoordinate3Way
- 3DSandmayaUVCoordnates
- BitMask
- BumpOffset_advanced
- FlowMaps
- FlowMaps_Simple
- FlowMaps_UV1
- HeightlerpWidthTwoHeightmaps
- LocalAlignend_TransformedWorldSpace
- MotionBlur-Texture
- PackeddistanceField
- SkyboxImage
- SlopeMask
- SprialBlur-SceneTexture
- TriplanarCameraVector
- VectorDisplacement
- WorldAlignedTexture
- WorldAlignedTexture_SeperateChannels
- WorldAlignedTexture_Complex
- WorldPositionBehindFromDepth_experimental
- WorldPositionWidthScale
Utility
BoxMask-2D
BoxMask-3D
Vectors
CameraVectorWithWPOOptions
RotateVector
WorldPositionOffset Functions
- SimpleGrassWind
- SplineThicken
- CameraOffset
- ObjectPivotPoint
- ObjectScale
- PivotAxis
- RotateAboutWorldAxis_cheap
- StaticMeshMorphTargets
- Wind
- AlignMeshToTheCamera
- AttachMeshToTheCemara
- CenterPivotAroundVector
- ConstantScalebyDistance
- FixRotateaboutAxisNormals
- FlipbookWind
- GenerateASpline
- SplineBasedModelDeformation
- UVLayoutToWorldSpacePosition
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;
}
Hermite(에르미트) 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
'UE4 > Practice' 카테고리의 다른 글
PopcornFX plugin (0) | 2017.05.04 |
---|---|
Live Stream - Realtime Simulation Volume Modeling Experiments (0) | 2017.05.04 |
Ray marching (0) | 2017.04.17 |
Material Expression Reference (0) | 2017.04.12 |
Materials (0) | 2017.04.12 |