25 lines
1012 B
Ucode
25 lines
1012 B
Ucode
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/**
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* If they are bShowInGame they are still evaluated and will take up GPU time even if their effects are not seen.
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* So for MaterialEffects that are in your Post Process Chain you will want to manage them by toggling bShowInGame
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* for when you see them if they are not always evident. (e.g. you press a button to go into "see invis things" mode
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* which has some expensive and cool looking material. You want to toggle that on the button press and not have it on
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* all the time)
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*
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class MaterialEffect extends PostProcessEffect
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native;
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var() MaterialInterface Material;
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cpptext
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{
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// UPostProcessEffect interface
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/**
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* Creates a proxy to represent the render info for a post process effect
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* @param WorldSettings - The world's post process settings for the view.
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* @return The proxy object.
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*/
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virtual class FPostProcessSceneProxy* CreateSceneProxy(const FPostProcessSettings* WorldSettings);
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}
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