Parameter Reference - Material
Last updated
Last updated
Below is an explanation of all the parameters available when editing Material Instances
Not all of the parameters shown below are available for every type of Decal. If a particular parameter is not visible it is because it is unavailable for that Decal blend type or usage. For example Decals which write to the Normal channel cannot use World UV's. This is unfortunately an engine limitation
UV Tile Adjust global UV Tiling
Use Triplanar Projection Enable Triplanar UV projection (unavailable when using Normal Texture). See example
Triplanar Blend Hardness Adjust how hard or soft the blend is between triplanar angles
Use EdgeMask Texture Enable optional separate EdgeMask to fix Decal volume hard outer edge. Read more about optional separate EdgeMask
Use World Aligned Projection Enable World Aligned UV projection (unavailable when using Normal Texture). See example
Use Spherical Projection Enable Spherical UV projection. See example
Brightness Adjust BaseColor brightness value
Colorize Colorize BaseColor
Intensity Adjust Normal intensity
Roughness Multiply Adjust Roughness Value
UseTexture Enable use of a Metallic Texture mask
Metallic Add Add a value to Metallic Texture (value used unmodified if no Metallic Texture is enabled)
Opacity Multiply Adjust Opacity Value
Angle Fade Enable Angle based fade of Decal Opacity. Fix for projection stretching. See example
Angle Fade Multiplier Adjust Angle Fade amount
Angle Fade Exponent Adjust Angle fade falloff exponent
BackfaceProjectionCull Disable projection on angles greater than 90 degrees from Decal projection. See example
Angle Fade Large World Fix Enable Angle based fade of Decal Opacity. Fix for projection stretching
Depth Fade Enable Depth Fade in World Units along direction of Decal projection. Fix for projection stretching. See example
Depth Fade Distance (units) How far in units it takes for the decal to fade from fully opaque to transparent
Depth Fade Exponent Control Depth fade falloff exponent
Depth Offset (units) Offset in units the point along the Decal projection where the Depth Fade begins
Depth Direction Reverse Reverse the direction which the Depth Fade gradient falls off
Sphere Mask Enable Sphere Opacity Mask based on the position of the Decal Actor. See example
Sphere Radius Radius of the sphere mask in units
Sphere Hardness Control the hardness of the sphere mask gradient
Enable Emissive Enable the use of Emissive
Emis Color Colorize Emissive
Emis Brightness Adjust Emissive brightness
Emis Power Adjust Emissive power exponent
Use Texture Mask (Opacity) Enable the use of a Texture to mask Emissive
Mask Influence Adjust the influence of the Texture when masking Emissive
Invert Texture Mask Invert the Texture being used to mask Emissive
BaseColor Affects Emissive Enable BaseColor Texture affect the Emissive color
BaseColor Influence Adjust how much the BaseColor Texture affects Emissive
Use Temperature Enable the use of Black Body temperature/intensity values (Kelvin)
Temperature (K) Temperature value input (Kelvin)
Use Fresnel Enable use of Fresnel falloff Mask
Use Normal Texture Fresnel Enable the use of the Normal Texture when calculating Fresnel falloff. Uses pixel world normal otherwise
Fresnel Exponent Adjust the Fresnel falloff exponent
See also POM example and POM controls on the graph
Use POM Enables the use of Parallax Occlusion Mapping (POM) to simulate depth. Requires Height Texture. See how to enable Height Texture output
Height Ratio This is how 'deep' the heightmap is in relation to its width. Typical values are between 0.05 and 0.1. You can also affect the heightmap depth with Height Range in the graph
Min Steps The Min steps is how many steps will be used when looking downward at the material. Typically fewer steps are required when looking down since there is less resulting offset.
Max Steps The Max Steps is how many steps will be performed at glancing angles where more steps are typically necessary.
Reference Plane The relative point from which the parallax will be applied. When 1 or higher, all parallax will be downwards. When 0, all parallax will be upwards. Defaults to 0.5 - the mid point in a Height Texture
POM Debug Complexity Output min and max steps to Emissive to debug POM complexity
Max Expensive Steps Debug Color Set the Max Steps for POM complexity
Parallax Occlusion Mapping uses Ray Tracing to find the correct offsets at each point. Keep in mind that the material cost will not be easily trackable using the instruction count or shader complexity view due to the nature of the loops involved. Use the debug emissive colors to get an idea of expense based on your specified Min and Max Step sizes. POM currently only works on upward facing surfaces due to the limitations of the Decal Actor projection.
UsePackedMask Enable use of channel packed masks ARM - (R)Alpha/Opacity (G)Roughness (B)Metallic. Read more about channel packing here
TEX_BaseColor_D BaseColor Texture goes here (_D)
TEX_Normal_N Normal Texture goes here (_N)
TEX_Pack_ARM Packed Texture goes here. ARM = AlphaRoughnessMetallic Read more
TEX_Roughness_R Roughness Texture goes here (_R)
TEX_Metallic_M Metallic Texture goes here (_M)
TEX_Opacity_A Opacity/Alpha Texture goes here (_A)
TEX_OpacityEdge_AE OpacityAlpha EdgeMask goes here (_AE)
TEX_Height_H Height Texture goes here (_H). See how to enable Height Texture output here