Material - Tree: Difference between revisions
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Shader for trees in ARMA 2 which instead of diffused and ambient attenuation uses lightmap from alpha-channel of MC map.  | Shader for trees in ARMA 2 which instead of diffused and ambient attenuation uses lightmap from alpha-channel of MC map.  | ||
Contrary to other shaders it  | Contrary to other shaders it is diffuse component will be used always not just only until fadeaway of casted shadows.  | ||
RGB values from MC map - macromap thus second colormap wihtin 2UV set are here multipled with main diffuse (CO) map within 1.UV set.  | RGB values from MC map - macromap thus second colormap wihtin 2UV set are here multipled with main diffuse (CO) map within 1.UV set.  | ||
===Example of such material===  | === Example of such material ===  | ||
  ambient[]={1.000000,1.000000,1.000000,1.000000};  |   ambient[]={1.000000,1.000000,1.000000,1.000000};  | ||
Latest revision as of 20:30, 31 January 2021
Shader for trees in ARMA 2 which instead of diffused and ambient attenuation uses lightmap from alpha-channel of MC map. Contrary to other shaders it is diffuse component will be used always not just only until fadeaway of casted shadows. RGB values from MC map - macromap thus second colormap wihtin 2UV set are here multipled with main diffuse (CO) map within 1.UV set.
Example of such material
ambient[]={1.000000,1.000000,1.000000,1.000000};
diffuse[]={1.000000,1.000000,1.000000,1.000000};
forcedDiffuse[]={0.000000,0.000000,0.000000,0.000000};
emmisive[]={0.000000,0.000000,0.000000,1.000000};
specular[]={0.501961,0.274510,0.109804,1.000000};
specularPower=120.000000;
PixelShaderID="Tree";
VertexShaderID="TreeNoFade";
class Stage1 // Normal map 
{
 texture="ca\plants2\Tree\data\t_fagus2s_0_NO.tga";
 uvSource="tex";
 class uvTransform
 {
  aside[]={1.000000,0.000000,0.000000};
  up[]={0.000000,1.000000,0.000000};
  dir[]={0.000000,0.000000,0.000000};
  pos[]={0.000000,0.000000,0.000000};
 };
};
class Stage2 // Light mapa
{
 texture="CA\plants2\Tree\Data\t_fagus2s_koruna_1lod_MC.tga";
 uvSource="tex1";
 class uvTransform
 {
  aside[]={1.000000,0.000000,0.000000};
  up[]={0.000000,1.000000,0.000000};
  dir[]={0.000000,0.000000,0.000000};
  pos[]={0.000000,0.000000,0.000000};
 };
};