/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ /** * Allows the artists to quickly set up a Fresnel term. Returns: * * pow(1 - max(Normal dot Camera,0),Exponent) */ class MaterialExpressionFresnel extends MaterialExpression native(Material) collapsecategories hidecategories(Object); /** The exponent to pass into the pow() function */ var() float Exponent; /** The normal to dot with the camera vector */ var ExpressionInput Normal; cpptext { virtual INT Compile(FMaterialCompiler* Compiler, INT OutputIndex); virtual FString GetCaption() const { return FString(TEXT("Fresnel")); } /** * 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 { Exponent=3.0 MenuCategories(0)="VectorOps" }