Material - Tree

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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. Contrary to other shaders it's 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};
 };
};