PreIntegratedSkinBRDFTextureName
PreIntegratedSkinBRDFTextureName
#Overview
name: PreIntegratedSkinBRDFTextureName
The value of this variable can be defined or overridden in .ini config files. 1
.ini config file referencing this setting variable.
It is referenced in 2
C++ source files.
#Summary
#Setting Variables
#References In INI files
Location: <Workspace>/Engine/Config/BaseEngine.ini:160, section: [/Script/Engine.Engine]
- INI Section:
/Script/Engine.Engine
- Raw value:
/Engine/EngineMaterials/PreintegratedSkinBRDF.PreintegratedSkinBRDF
- Is Array:
False
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Source/Runtime/Engine/Classes/Engine/Engine.h:1339
Scope (from outer to inner):
file
class class UEngine : public UObject , public FExec
Source code excerpt:
/** Path of the texture used for pre-integrated skin shading */
UPROPERTY(globalconfig)
FSoftObjectPath PreIntegratedSkinBRDFTextureName;
/** Tiled blue-noise texture */
UPROPERTY()
TObjectPtr<class UTexture2D> BlueNoiseScalarTexture;
/** Spatial-temporal blue noise texture with two channel output */
#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/UnrealEngine.cpp:3383
Scope (from outer to inner):
file
function void UEngine::ConditionallyLoadPreIntegratedSkinBRDFTexture
Source code excerpt:
if (GIsEditor || (ShadingModelsMask & SkinShadingMask) != 0)
{
LoadEngineTexture(PreIntegratedSkinBRDFTexture, *PreIntegratedSkinBRDFTextureName.ToString());
}
}
}
void UEngine::LoadGlintTextures()
{