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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. | ||
Revision as of 16:35, 7 September 2020
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}; }; };