76 lines
2.0 KiB
Ucode
76 lines
2.0 KiB
Ucode
/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class MaterialExpressionDepthBiasBlend extends MaterialExpressionTextureSample
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native(Material)
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collapsecategories
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hidecategories(Object);
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/**
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* MaterialExpressionDepthBiasBlend:
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* Blends the pixel with the destination pixel based on the following formula:
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* Color = (SrcZ < (DstZ - ((1 - Bias) * BiasScale))) ? SrcColor :
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* (DstZ < SrcZ) ? DstColor :
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* Lerp(DstColor, SrcColor, (DstZ - SrcZ) / ((1 - Bias) * BiasScale))
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* for use in a material
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*/
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/** normalize the depth values to [near,far] -> [0,1] */
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var() bool bNormalize;
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/**
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* The bias scale value
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*/
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var() float BiasScale;
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/**
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* The depth bias input
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* This can be a constant, texture sample, etc.
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*
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* NOTE: No bias expression indicates a bias of 1.0f.
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*/
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var ExpressionInput Bias;
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cpptext
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{
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/**
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* Compile the material expression
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*
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* @param Compiler Pointer to the material compiler to use
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*
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* @return INT The compiled code index
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*/
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virtual INT Compile(FMaterialCompiler* Compiler, INT OutputIndex);
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/**
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*/
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virtual INT GetWidth() const;
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/**
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*/
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virtual FString GetCaption() const;
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/**
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*/
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virtual INT GetLabelPadding() { return 8; }
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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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BiasScale=1.0
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MenuCategories(0)="Obsolete"
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Outputs(0)=(OutputName="",Mask=1,MaskR=1,MaskG=1,MaskB=1,MaskA=0)
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Outputs(1)=(OutputName="",Mask=1,MaskR=1,MaskG=0,MaskB=0,MaskA=0)
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Outputs(2)=(OutputName="",Mask=1,MaskR=0,MaskG=1,MaskB=0,MaskA=0)
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Outputs(3)=(OutputName="",Mask=1,MaskR=0,MaskG=0,MaskB=1,MaskA=0)
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Outputs(4)=(OutputName="",Mask=1,MaskR=0,MaskG=0,MaskB=0,MaskA=1)
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}
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