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
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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
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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