Material - Water simple: Difference between revisions
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'''Two pass water''' | '''Two pass water''' |
Revision as of 19:34, 28 November 2011
Two pass water
First RVMAT
renderFlags[]={NoAlphaWrite}; nextPass=DetailMapy\water-pass2.rvmat; // color when there is no water texture ambient[] = {0.136,0.168,0.276,0.6}; /// last number is water alpha diffuse[] = {0.156,0.197,0.230,1.0}; forcedDiffuse[] = {0,0,0,0}; specular[] = {0.4,0.4,0.45,0}; specularPower = 4; emmisive[] = {0,0,0,0}; PixelShaderID = "Water"; VertexShaderID = "WaterSimple"; class Stage1 { texture="DetailMapy\waterSimple_NOFex.paa"; uvSource="texWaterAnim"; class uvTransform { aside[] = {0,4,0}; up[] = {4,0,0}; dir[] = {0,0,4}; pos[] = {0,0,0}; }; }; class Stage3 { texture="#(ai,16,64,1)irradiance(16)"; uvSource="none"; };
Second RVMAT (water-pass2.rvmat)
renderFlags[]={NoColorWrite}; ambient[]={1,1,1,1}; diffuse[]={1,1,1,1}; forcedDiffuse[]={0,0,0,0}; emmisive[]={0,0,0,1}; specular[]={0,0,0,0}; specularPower=0; PixelShaderID="White"; VertexShaderID="WaterSimple"; class Stage1 { texture="DetailMapy\waterSimple_NOFex.paa"; uvSource="texWaterAnim"; class uvTransform { aside[] = {0,4,0}; up[] = {4,0,0}; dir[] = {0,0,4}; pos[] = {0,0,0}; }; };