Material - Basic Tree crown: Difference between revisions

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<pre>
<pre>
ambient[]={0.8,0.8,0.8,1.000000};  
ambient[]={0.8,0.8,0.8,1.000000};
// here we on purpose help out contrast by lowering ambient light, because NO map on tree-top blend quickly inside mipmaps
// here we on purpose help out contrast by lowering ambient light, because NO map on tree-top blend quickly inside mipmaps
diffuse[]={0.9,0.9,0.9,1.000000};
diffuse[]={0.9,0.9,0.9,1.000000};

Latest revision as of 01:53, 8 August 2021

Material for trees

Applies to branches and also for polyplanes therewith branches have set amount of light passing thru as 0 (or very low value if You want that reverse sides were bit plastic). Functional only in combination with difuse map containing continuous alpha.

ambient[]={0.8,0.8,0.8,1.000000};
// here we on purpose help out contrast by lowering ambient light, because NO map on tree-top blend quickly inside mipmaps
diffuse[]={0.9,0.9,0.9,1.000000};
forcedDiffuse[]={0.1,0.1,0.1,0.500000};
// alpha = how much light pass through
emmisive[]={0.000000,0.000000,0.000000,1.000000};
specular[]={0.06,0.06,0.06,1.000000};
specularPower=25.000000;
PixelShaderID="NormalMapSpecularThrough";
VertexShaderID="NormalMapSpecularThrough";
class Stage1
{
	texture="ca\plants\data\dub_jiny_0_NON.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[]={0,0,0};
	};
};
class Stage2
// diffusion light decline
{
	texture="#(ai,32,32,1)treeCrown(0.1)";
	uvSource="none";
};
class Stage3
// ambient light decline
 {
	texture="#(ai,32,32,1)treeCrownAmb(0.1)";
	uvSource="none";
};