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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}; | ||
Revision as of 18:55, 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};
};
};