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Material Functions Library
Public Unreal Engine 4 material functions used to render atmospheric scattering effect on opaque surfaces within the atmospheric cloud.
Basic surface atmospheric scattering rendering implementation. Used to modify material attributes and mix in the scattering effect.

Whether to dimm the objects Base Color according with calculated surface illumination or not. Defaults to True but set it to false if you want to be able to use custom lighting like spot lights etc. See UsingSurfaceIllumination for more.
Use TextureTint input to tint the emissive component. Samples the input texture at three layers and mixes in the texture color. NOTE: This adds significant cost to the performance. See UsingTextureTinting for more.
Spherical texture used for emissive tint (mapped as LongLat).
Material attributes version of the MF_PlanetesimalSurfaceMixin function. For details see above.

Core function for implementing the surface atmospheric scattering effect. For advanced use cases only. For basic atmospheric scattering effect see MF_PlanetesimalSurfaceMixin and MF_PlanetesimalSurfaceMixin_MA, which also provide an example of how to use this material function properly.

Public Unreal Engine 4 material functions used to render atmospheric scattering effect on atmosphere-only (see-through) parts of the atmosphere. Can be rendered on opaque or translucent mesh which should be positioned behind the cloud boundaries and all objects which are within the cloud. It should also be visible from within the cloud looking outward.
Basic sky atmospheric scattering rendering implementation. Used to modify material attributes and mix in the scattering effect.

Combine translucency with SceneColor buffer for correct tinting of opaque background. This can result in strange behavior if the background contains translucent objects (like other planetesimals) since they do not show on the SceneColor buffer. See UsingSceneColorTranslucency for more.
Test PlanetesimalStencil material parameter against custom stencil buffer. This it the prefered method of resolving double intensity of atmospheric scattering effect related to surface mesh rendering behind translucent sky. See ResolvingDoubleIntensity for more.
Render sky with opaque material disregarding the background. Adds significant performance boost if the sky can be rendered opaque. See RenderingOpaqueSky for more.
Use TextureTint input to tint the emissive component. Samples the input texture at three layers and mixes in the texture color. NOTE: This adds significant cost to the performance. See UsingTextureTinting for more.
Spherical texture used for emissive tint (mapped as LongLat).
Material attributes version of the MF_PlanetesimalSkyMixin function. For details see above.

Core function for implementing the sky atmospheric scattering effect. For advanced use cases only. For basic atmospheric scattering effect see MF_PlanetesimalSkyMixin and MF_PlanetesimalSkyMixin_MA, which also provide an example of how to use this material function properly.
