unreal.InterchangeShaderNode
¶
- class unreal.InterchangeShaderNode(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
InterchangeBaseNode
A shader node is a named set of inputs and outputs. It can be connected to other shader nodes and finally to a shader graph input.
C++ Source:
Plugin: Interchange
Module: InterchangeNodes
File: InterchangeShaderGraphNode.h
- add_float_input(input_name, attribute_value, is_a_parameter=False) bool ¶
Set the Float Attribute on the Shader Node. If bIsAParameter is set to true, it would be treated as a ScalarParameter when the Material Pipeline creates the materials. Otherwise it would be a constant expression in the shader graph. Note: It is assumed that the input name would be the parameter name when bIsAParameter is true.
- add_linear_color_input(input_name, attribute_value, is_a_parameter=False) bool ¶
Set the Linear Color Attribute on the Shader Node. If bIsAParameter is set to true, it would be treated as a VectorParameter when the Material Pipeline creates the materials. Otherwise it would be a constant 3 vector expression in the shader graph. Note: It is assumed that the input name would be the parameter name when bIsAParameter is true.
- Parameters:
input_name (str) –
attribute_value (LinearColor) –
is_a_parameter (bool) –
- Return type:
- add_string_input(input_name, attribute_value, is_a_parameter=False) bool ¶
Set the String Attribute on the Shader Node. If bIsAParameter is set to true, it would be treated as a overridable Texture or else it should be treated as a LUT Texture. Note: It is assumed that the input name would be the parameter name when bIsAParameter is true.
- get_custom_shader_type() str or None ¶
Get Custom Shader Type
- Returns:
attribute_value (str):
- Return type:
str or None