unreal.TranslucencyLightingMode
¶
- class unreal.TranslucencyLightingMode¶
Bases:
EnumBase
Describes how to handle lighting of translucent objets
C++ Source:
Module: Engine
File: EngineTypes.h
- TLM_SURFACE: TranslucencyLightingMode¶
Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.
- Type:
4
- TLM_SURFACE_PER_PIXEL_LIGHTING: TranslucencyLightingMode¶
Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light’s contribution is computed per-pixel.
- Type:
5
- TLM_VOLUMETRIC_DIRECTIONAL: TranslucencyLightingMode¶
Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.
- Type:
1
- TLM_VOLUMETRIC_NON_DIRECTIONAL: TranslucencyLightingMode¶
Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.
- Type:
0
- TLM_VOLUMETRIC_PER_VERTEX_DIRECTIONAL: TranslucencyLightingMode¶
Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.
- Type:
3
- TLM_VOLUMETRIC_PER_VERTEX_NON_DIRECTIONAL: TranslucencyLightingMode¶
Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.
- Type:
2