/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class MaterialExpressionDepthOfFieldFunction extends MaterialExpression native(Material); enum EDepthOfFieldFunctionValue { TDOF_NearAndFarMask, // 0:in Focus .. 1:Near or Far TDOF_NearMask, // 0:in Focus or Far .. 1:Near TDOF_FarMask // 0:in Focus or Near .. 1:Far }; /** Determines the mapping place to use on the terrain. */ var() EDepthOfFieldFunctionValue FunctionValue; /** usually nothing or PixelDepth */ var ExpressionInput Depth; cpptext { /** * Compile this expression with the given compiler. * * @return INT The code index for this expression. */ virtual INT Compile(FMaterialCompiler* Compiler, INT OutputIndex); /** * Returns the text to display on the material expression (in the material editor). * * @return FString The text to display. */ virtual FString GetCaption() const; /** * Replaces references to the passed in expression with references to a different expression or NULL. * @param OldExpression Expression to find reference to. * @param NewExpression Expression to replace reference with. */ virtual void SwapReferenceTo(UMaterialExpression* OldExpression,UMaterialExpression* NewExpression = NULL); } defaultproperties { MenuCategories(0)="Utility" }