マテリアルエディターの Result Node はピンを繋がなくてもデフォルトの値が入るようになっています。
デフォルト値はエンジンごとに以下のファイルに書かれています。
Engine/Source/Runtime/Engine/Private/Materials/MaterialShared.cpp
void FMaterialAttributeDefinitionMap::InitializeAttributeMap() { check(!bIsInitialized); bIsInitialized = true; const bool bHideAttribute = true; // All types plus default/missing attribute AttributeMap.Empty(MP_MAX + 1); // Basic attributes Add(FGuid(0x69B8D336, 0x16ED4D49, 0x9AA49729, 0x2F050F7A), TEXT("BaseColor"), MP_BaseColor, MCT_Float3, FVector4(0,0,0,0), SF_Pixel); Add(FGuid(0x57C3A161, 0x7F064296, 0xB00B24A5, 0xA496F34C), TEXT("Metallic"), MP_Metallic, MCT_Float, FVector4(0,0,0,0), SF_Pixel); Add(FGuid(0x9FDAB399, 0x25564CC9, 0x8CD2D572, 0xC12C8FED), TEXT("Specular"), MP_Specular, MCT_Float, FVector4(.5,0,0,0), SF_Pixel); Add(FGuid(0xD1DD967C, 0x4CAD47D3, 0x9E6346FB, 0x08ECF210), TEXT("Roughness"), MP_Roughness, MCT_Float, FVector4(.5,0,0,0), SF_Pixel); Add(FGuid(0x55E2B4FB, 0xC1C54DB2, 0x9F11875F, 0x7231EB1E), TEXT("Anisotropy"), MP_Anisotropy, MCT_Float, FVector4(0,0,0,0), SF_Pixel); Add(FGuid(0xB769B54D, 0xD08D4440, 0xABC21BA6, 0xCD27D0E2), TEXT("EmissiveColor"), MP_EmissiveColor, MCT_Float3, FVector4(0,0,0,0), SF_Pixel); Add(FGuid(0xB8F50FBA, 0x2A754EC1, 0x9EF672CF, 0xEB27BF51), TEXT("Opacity"), MP_Opacity, MCT_Float, FVector4(1,0,0,0), SF_Pixel); Add(FGuid(0x679FFB17, 0x2BB5422C, 0xAD520483, 0x166E0C75), TEXT("OpacityMask"), MP_OpacityMask, MCT_Float, FVector4(1,0,0,0), SF_Pixel); Add(FGuid(0x0FA2821A, 0x200F4A4A, 0xB719B789, 0xC1259C64), TEXT("Normal"), MP_Normal, MCT_Float3, FVector4(0,0,1,0), SF_Pixel); Add(FGuid(0xD5F8E9CF, 0xCDC3468D, 0xB10E4465, 0x596A7BBA), TEXT("Tangent"), MP_Tangent, MCT_Float3, FVector4(1,0,0,0), SF_Pixel); // Advanced attributes Add(FGuid(0xF905F895, 0xD5814314, 0x916D2434, 0x8C40CE9E), TEXT("WorldPositionOffset"), MP_WorldPositionOffset, MCT_Float3, FVector4(0,0,0,0), SF_Vertex); Add(FGuid(0x2091ECA2, 0xB59248EE, 0x8E2CD578, 0xD371926D), TEXT("WorldDisplacement"), MP_WorldDisplacement, MCT_Float3, FVector4(0,0,0,0), SF_Domain); Add(FGuid(0xA0119D44, 0xC456450D, 0x9C39C933, 0x1F72D8D1), TEXT("TessellationMultiplier"), MP_TessellationMultiplier, MCT_Float, FVector4(1,0,0,0), SF_Hull); Add(FGuid(0x5B8FC679, 0x51CE4082, 0x9D777BEE, 0xF4F72C44), TEXT("SubsurfaceColor"), MP_SubsurfaceColor, MCT_Float3, FVector4(1,1,1,0), SF_Pixel); Add(FGuid(0x9E502E69, 0x3C8F48FA, 0x94645CFD, 0x28E5428D), TEXT("ClearCoat"), MP_CustomData0, MCT_Float, FVector4(1,0,0,0), SF_Pixel); Add(FGuid(0xBE4F2FFD, 0x12FC4296, 0xB0124EEA, 0x12C28D92), TEXT("ClearCoatRoughness"), MP_CustomData1, MCT_Float, FVector4(.1,0,0,0), SF_Pixel); Add(FGuid(0xE8EBD0AD, 0xB1654CBE, 0xB079C3A8, 0xB39B9F15), TEXT("AmbientOcclusion"), MP_AmbientOcclusion, MCT_Float, FVector4(1,0,0,0), SF_Pixel); Add(FGuid(0xD0B0FA03, 0x14D74455, 0xA851BAC5, 0x81A0788B), TEXT("Refraction"), MP_Refraction, MCT_Float2, FVector4(1,0,0,0), SF_Pixel); Add(FGuid(0x0AC97EC3, 0xE3D047BA, 0xB610167D, 0xC4D919FF), TEXT("PixelDepthOffset"), MP_PixelDepthOffset, MCT_Float, FVector4(0,0,0,0), SF_Pixel); Add(FGuid(0xD9423FFF, 0xD77E4D82, 0x8FF9CF5E, 0x055D1255), TEXT("ShadingModel"), MP_ShadingModel, MCT_ShadingModel, FVector4(0,0,0,0), SF_Pixel, INDEX_NONE, false, &CompileShadingModelBlendFunction); // Texture coordinates Add(FGuid(0xD30EC284, 0xE13A4160, 0x87BB5230, 0x2ED115DC), TEXT("CustomizedUV0"), MP_CustomizedUVs0, MCT_Float2, FVector4(0,0,0,0), SF_Vertex, 0); Add(FGuid(0xC67B093C, 0x2A5249AA, 0xABC97ADE, 0x4A1F49C5), TEXT("CustomizedUV1"), MP_CustomizedUVs1, MCT_Float2, FVector4(0,0,0,0), SF_Vertex, 1); Add(FGuid(0x85C15B24, 0xF3E047CA, 0x85856872, 0x01AE0F4F), TEXT("CustomizedUV2"), MP_CustomizedUVs2, MCT_Float2, FVector4(0,0,0,0), SF_Vertex, 2); Add(FGuid(0x777819DC, 0x31AE4676, 0xB864EF77, 0xB807E873), TEXT("CustomizedUV3"), MP_CustomizedUVs3, MCT_Float2, FVector4(0,0,0,0), SF_Vertex, 3); Add(FGuid(0xDA63B233, 0xDDF44CAD, 0xB93D867B, 0x8DAFDBCC), TEXT("CustomizedUV4"), MP_CustomizedUVs4, MCT_Float2, FVector4(0,0,0,0), SF_Vertex, 4); Add(FGuid(0xC2F52B76, 0x4A034388, 0x89119528, 0x2071B190), TEXT("CustomizedUV5"), MP_CustomizedUVs5, MCT_Float2, FVector4(0,0,0,0), SF_Vertex, 5); Add(FGuid(0x8214A8CA, 0x0CB944CF, 0x9DFD78DB, 0xE48BB55F), TEXT("CustomizedUV6"), MP_CustomizedUVs6, MCT_Float2, FVector4(0,0,0,0), SF_Vertex, 6); Add(FGuid(0xD8F8D01F, 0xC6F74715, 0xA3CFB4FF, 0x9EF51FAC), TEXT("CustomizedUV7"), MP_CustomizedUVs7, MCT_Float2, FVector4(0,0,0,0), SF_Vertex, 7); // Lightmass attributes Add(FGuid(0x68934E1B, 0x70EB411B, 0x86DF5AA5, 0xDF2F626C), TEXT("DiffuseColor"), MP_DiffuseColor, MCT_Float3, FVector4(0,0,0,0), SF_Pixel, INDEX_NONE, bHideAttribute); Add(FGuid(0xE89CBD84, 0x62EA48BE, 0x80F88521, 0x2B0C403C), TEXT("SpecularColor"), MP_SpecularColor, MCT_Float3, FVector4(0,0,0,0), SF_Pixel, INDEX_NONE, bHideAttribute); // Debug attributes Add(FGuid(0x5BF6BA94, 0xA3264629, 0xA253A05B, 0x0EABBB86), TEXT("Missing"), MP_MAX, MCT_Float, FVector4(0,0,0,0), SF_Pixel, INDEX_NONE, bHideAttribute); // UMaterialExpression custom outputs AddCustomAttribute(FGuid(0xfbd7b46e, 0xb1234824, 0xbde76b23, 0x609f984c), "BentNormal", "GetBentNormal", MCT_Float3, FVector4(0, 0, 1, 0)); AddCustomAttribute(FGuid(0xAA3D5C04, 0x16294716, 0xBBDEC869, 0x6A27DD72), "ClearCoatBottomNormal", "ClearCoatBottomNormal", MCT_Float3, FVector4(0, 0, 1, 0)); AddCustomAttribute(FGuid(0x8EAB2CB2, 0x73634A24, 0x8CD14F47, 0x3F9C8E55), "CustomEyeTangent", "GetTangentOutput", MCT_Float3, FVector4(0, 0, 0, 0)); }
4.25.3 時点のデフォルト値(主なパラメータ)
パラメータ | 値 |
---|---|
Base Color | 0, 0, 0 |
Metallic | 0 |
Specular | 0.5 |
Roughness | 0.5 |
Anisotropy | 0 |
EmissiveColor | 0, 0, 0 |
Opacity | 1 |
OpacityMask | 1 |
Normal | 0, 0, 1 |
Tangent | 1, 0, 0 |
UE Version : 4.25.3-13942748