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UnrealEngine/Engine/Source/Developer/MaterialBaking/Public/MaterialPropertyEx.h
2025-05-18 13:04:45 +08:00

64 lines
1.8 KiB
C

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Containers/UnrealString.h"
#include "HAL/Platform.h"
#include "SceneTypes.h"
#include "Templates/TypeHash.h"
#include "UObject/NameTypes.h"
#include "UObject/UnrealNames.h"
/** Structure extending EMaterialProperty to allow detailed information about custom output */
struct MATERIALBAKING_API FMaterialPropertyEx
{
FMaterialPropertyEx(EMaterialProperty Type = MP_MAX, const FName& CustomOutput = NAME_None)
: Type(Type)
, CustomOutput(CustomOutput)
{}
FMaterialPropertyEx(const FName& CustomOutput)
: Type(MP_CustomOutput)
, CustomOutput(CustomOutput)
{}
FMaterialPropertyEx(const TCHAR* CustomOutput)
: Type(MP_CustomOutput)
, CustomOutput(CustomOutput)
{}
FORCEINLINE bool IsCustomOutput() const
{
return Type == MP_CustomOutput;
}
FORCEINLINE bool operator ==(const FMaterialPropertyEx& Other) const
{
return Type == Other.Type && (!IsCustomOutput() || CustomOutput == Other.CustomOutput);
}
FORCEINLINE bool operator !=(const FMaterialPropertyEx& Other) const
{
return !(*this == Other);
}
friend FORCEINLINE uint32 GetTypeHash(const FMaterialPropertyEx& Other)
{
return !Other.IsCustomOutput() ? GetTypeHash(Other.Type) : GetTypeHash(Other.CustomOutput);
}
FString ToString() const;
/** The material property */
EMaterialProperty Type;
/** The name of a specific custom output. Only used if property is MP_CustomOutput */
FName CustomOutput;
/** The identifier for custom output Clear Coat Bottom Normal (used by shading model Clear Coat) */
static const FMaterialPropertyEx ClearCoatBottomNormal;
/** The identifier for custom output Transmittance Color (used by shading model Thin Translucent) */
static const FMaterialPropertyEx TransmittanceColor;
};