40 lines
1.4 KiB
Ucode
40 lines
1.4 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 MaterialExpressionSphereMask extends MaterialExpression
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native(Material);
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/** 1 to 4 dimensional vector, should be the same type as B */
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var ExpressionInput A;
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/** 1 to 4 dimensional vector, should be the same type as A */
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var ExpressionInput B;
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/** in the units that A and B are measured, if not hooked up the internal constant is used */
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var ExpressionInput Radius;
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/** 0..1 for the range of 0% to 100%, if not hooked up the internal constant is used */
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var ExpressionInput Hardness;
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/** in the units that A and B are measured */
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var() float AttenuationRadius;
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/** in percent 0%..100% */
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var() float HardnessPercent <UIMin=0.0 | UIMax=100.0 | ClampMin=0.0 | ClampMax=100.0>;
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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 FString GetCaption() const;
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virtual void Serialize(FArchive& Ar);
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/**
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* Replaces references to the passed in expression with references to a different expression or NULL.
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* @param OldExpression Expression to find reference to.
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* @param NewExpression Expression to replace reference with.
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*/
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virtual void SwapReferenceTo(UMaterialExpression* OldExpression,UMaterialExpression* NewExpression = NULL);
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}
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defaultproperties
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{
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AttenuationRadius=256
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HardnessPercent=100
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MenuCategories(0)="HighLevel"
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}
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