/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class MaterialExpressionSceneTexture extends MaterialExpression native(Material) collapsecategories hidecategories(Object); /** * MaterialExpressionSceneTexture: * samples the current scene texture (lighting,etc) * for use in a material */ /** texture coordinate inputt expression for this node */ var ExpressionInput Coordinates; var() enum ESceneTextureType { // 16bit component lighting target SceneTex_Lighting } SceneTextureType; /** Matches [0,1] UVs to the view within the back buffer. */ var() bool ScreenAlign; cpptext { virtual INT Compile(FMaterialCompiler* Compiler, INT OutputIndex); virtual void SwapReferenceTo(UMaterialExpression* OldExpression,UMaterialExpression* NewExpression = NULL); virtual FString GetCaption() const; } defaultproperties { SceneTextureType=SceneTex_Lighting MenuCategories(0)="Texture" Outputs(0)=(OutputName="",Mask=1,MaskR=1,MaskG=1,MaskB=1,MaskA=0) Outputs(1)=(OutputName="",Mask=1,MaskR=1,MaskG=0,MaskB=0,MaskA=0) Outputs(2)=(OutputName="",Mask=1,MaskR=0,MaskG=1,MaskB=0,MaskA=0) Outputs(3)=(OutputName="",Mask=1,MaskR=0,MaskG=0,MaskB=1,MaskA=0) Outputs(4)=(OutputName="",Mask=1,MaskR=0,MaskG=0,MaskB=0,MaskA=1) }