This commit is contained in:
Wojtek Figat
2023-11-09 09:13:40 +01:00
parent e7844bb5b2
commit 710b9275fd

View File

@@ -86,7 +86,7 @@ API_ENUM() enum class MaterialBlendMode : byte
API_ENUM() enum class MaterialShadingModel : byte
{
/// <summary>
/// The unlit material. Emissive channel is used as an output color. Can perform custom lighting operations or just glow. Won't be affected by the lighting pipeline.
/// The unlit material. The emissive channel is used as an output color. Can perform custom lighting operations or just glow. Won't be affected by the lighting pipeline.
/// </summary>
Unlit = 0,
@@ -96,7 +96,7 @@ API_ENUM() enum class MaterialShadingModel : byte
Lit = 1,
/// <summary>
/// The subsurface material. Intended for materials like vax or skin that need light scattering to transport simulation through the object.
/// The subsurface material. Intended for materials like wax or skin that need light scattering to transport simulation through the object.
/// </summary>
Subsurface = 2,
@@ -366,12 +366,12 @@ API_ENUM() enum class MaterialDecalBlendingMode : byte
API_ENUM() enum class MaterialTransparentLightingMode : byte
{
/// <summary>
/// Default directional lighting evaluated per-pixel at the material surface. Use it for semi-transparent surfaces - with both diffuse and specular lighting component active.
/// Default directional lighting evaluated per-pixel at the material surface. Use it for semi-transparent surfaces - with both diffuse and specular lighting components active.
/// </summary>
Surface = 0,
/// <summary>
/// Non-directional lighting evaluated per-pixel at material surface. Use it for volumetric objects such as smoke, rain or dust - only diffuse lighting term is active (no specular highlights).
/// Non-directional lighting evaluated per-pixel at material surface. Use it for volumetric objects such as smoke, rain or dust - only the diffuse lighting term is active (no specular highlights).
/// </summary>
SurfaceNonDirectional = 1,
};