/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class MaterialExpressionDesaturation extends MaterialExpression native(Material) collapsecategories hidecategories(Object); // Outputs: Lerp(Input,dot(Input,LuminanceFactors)),Percent) var ExpressionInput Input; var ExpressionInput Percent; var() LinearColor LuminanceFactors; // Color component factors for converting a color to greyscale. cpptext { virtual INT Compile(FMaterialCompiler* Compiler, INT OutputIndex); virtual FString GetCaption() const { return TEXT("Desaturation"); } /** * 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 { LuminanceFactors=(R=0.3,G=0.59,B=0.11,A=0) MenuCategories(0)="Color" MenuCategories(1)="Utility" }