36 lines
1.2 KiB
C++
36 lines
1.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Templates/SharedPointer.h"
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struct FAssetData;
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struct FUAssetMeta;
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class FMaterialBlend
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{
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private:
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FMaterialBlend() = default;
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static TSharedPtr<FMaterialBlend> MaterialBlendInst;
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FString DBlendDestinationPath = TEXT("/Game/BlendMaterials");
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FString DBlendInstanceName = TEXT("BlendMaterial");
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FString DBlendMasterMaterial = TEXT("SurfaceBlend_MasterMaterial");
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// TArray<FString> BlendSets = { "Base", "R", "G", "B", "A" };
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TArray<FString> BlendSets = {"Base", "Middle", "Top"};
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// TArray<FString> SupportedMapTypes = { "albedo", "normal", "roughness", "specular", "gloss", "displacement", "opacity", "translucency" };
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TArray<FString> SupportedMapTypes = {"albedo", "normal", "ARD"};
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bool ValidateSelectedAssets(TArray<FString> SelectedMaterials, FString &Failure);
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FString MasterMaterialPath = TEXT("/Game/MSPresets/M_MS_SurfaceBlend_Material/M_MS_SurfaceBlend_Material.M_MS_SurfaceBlend_Material");
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void HandleTextureLoading(FAssetData TextureData);
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public:
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static TSharedPtr<FMaterialBlend> Get();
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void BlendSelectedMaterials();
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void ConvertToVirtualTextures(FUAssetMeta AssetMetaData);
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};
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