240 Game Development and Simulation with Unreal Technology
Blend: Blends together ea c h frame of the SubUV sprite layout, rather
than i n stantly “pop p ing” from one frame to the next.
Texture: Specifies the texture sampled by the expression.
Sampler Type: The type of data that will be sampled and output from
the node.
Mip Value Mode: Applies a noise value to the texture that affects the
look and performance.
TABLE 4.54: Texture S ample Parameter SubUV Inputs and Outputs
Inputs
UVs: Takes in UV texture coordinates to use for the texture. If no val-
ues are input to the UVs, the texture coordinates of the mesh the
material is app lied to are used.
Output s
RGB: Outputs the three-c h a n n e l RGB vector value of the color.
R: Outputs the red channel value of th e color.
G: Outputs the green channel value of the co lor.
B: Outputs the blue channel value of the color.
A: Outputs the alp h a channe l vector value of the color.
Texture Sample Parameter Cube: This parameter expression is the eq uivalent to
a Texture Sample expression in that it stores a texture map and returns these val-
ues except that it only accepts cubemaps. Moreover, like all other parameters in
Unreal Engine, it can be referenced and its values change in an instance of the
material at run-time, by level designers, or by the other engine com ponents such
as Cascade an d Matinee.
TABLE 4.55: Texture S ample Parameter Cube Properties
Properties
Parameter Name: Specifies the name used to identify the parameter in
instance of the material and through code.
Group: Provides a way to org a n ize parameter names into groups, or cat-
egories, within a Material Inst ance Constant. All parameters
within a material that have the same Group property name will be
listed underneath that cate gory in the instance.
Blend: Blends together ea c h frame of the SubUV sprite layout, rather
than i n stantly “pop p ing” from one frame to the next.
Texture: Specifies the texture sampled by the expression.