45 lines
1.3 KiB
Ucode
45 lines
1.3 KiB
Ucode
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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 MaterialExpressionSceneTexture extends MaterialExpression
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native(Material)
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collapsecategories
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hidecategories(Object);
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/**
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* MaterialExpressionSceneTexture:
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* samples the current scene texture (lighting,etc)
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* for use in a material
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*/
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/** texture coordinate inputt expression for this node */
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var ExpressionInput Coordinates;
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var() enum ESceneTextureType
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{
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// 16bit component lighting target
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SceneTex_Lighting
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} SceneTextureType;
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/** Matches [0,1] UVs to the view within the back buffer. */
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var() bool ScreenAlign;
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cpptext
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{
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virtual INT Compile(FMaterialCompiler* Compiler, INT OutputIndex);
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virtual void SwapReferenceTo(UMaterialExpression* OldExpression,UMaterialExpression* NewExpression = NULL);
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virtual FString GetCaption() const;
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}
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defaultproperties
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{
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SceneTextureType=SceneTex_Lighting
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MenuCategories(0)="Texture"
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Outputs(0)=(OutputName="",Mask=1,MaskR=1,MaskG=1,MaskB=1,MaskA=0)
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Outputs(1)=(OutputName="",Mask=1,MaskR=1,MaskG=0,MaskB=0,MaskA=0)
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Outputs(2)=(OutputName="",Mask=1,MaskR=0,MaskG=1,MaskB=0,MaskA=0)
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Outputs(3)=(OutputName="",Mask=1,MaskR=0,MaskG=0,MaskB=1,MaskA=0)
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Outputs(4)=(OutputName="",Mask=1,MaskR=0,MaskG=0,MaskB=0,MaskA=1)
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}
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