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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's diffuse component will be used always not just only until fadeaway of casted shadows.
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};
 };
};