Material - Basic normal detail: Difference between revisions

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m (Text replacement - "^ " to "")
m (Text replacement - ";[ ]+ " to "; ")
 
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Combines possibilities of NormalMap and DetailTexture. Yet per pixel specularity isn't possible.
Combines possibilities of NormalMap and DetailTexture. Yet per pixel specularity isn't possible.


  SpecularPower = '''10''';  
  SpecularPower = '''10''';
  ''/*value 0 causes errors in illumination accuracy because there is no special nonspecular variant of this shader,
  ''/*value 0 causes errors in illumination accuracy because there is no special nonspecular variant of this shader,
  ''which would be used when specularPower = 0. Incorrectly is used angle^0 which is always 1 so that we have constant specular gain
  ''which would be used when specularPower = 0. Incorrectly is used angle^0 which is always 1 so that we have constant specular gain
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   up[]={0,1,0};
   up[]={0,1,0};
   dir[]={0,0,1};
   dir[]={0,0,1};
   pos[]={0,0,0};  
   pos[]={0,0,0};
   };
   };
  };
  };

Latest revision as of 01:54, 8 August 2021

Material with Normal map detail texture, speculars only per vertex

Combines possibilities of NormalMap and DetailTexture. Yet per pixel specularity isn't possible.

SpecularPower = 10;
/*value 0 causes errors in illumination accuracy because there is no special nonspecular variant of this shader,
which would be used when specularPower = 0. Incorrectly is used angle^0 which is always 1 so that we have constant specular gain
Easily fixable by setting values specular to 0 and specularPower to reasonable value around 10 which would disable specularity.*/

PixelShaderID="NormalMapDiffuse";
VertexShaderID="NormalMapDiffuse";
class Stage1
{
 texture="ofp2\Vehicles\Land\Wheeled\LandRover\LR_op_1\Data\lr_op_hullb_NS.paa"; // path to normal map texture. NS maps with alphou can't be used here.
 uvSource="tex";
 class uvTransform
 {
  aside[]={1,0,0};
  up[]={0,1,0};
  dir[]={0,0,1};
  pos[]={0,0,0};
 };
};
class Stage2
{
 texture="ofp2\vehicles\land\wheeled\landrover\lr_op_1\data\skrabance3_detail.paa";  // path to detail texture
 uvSource="tex";

 class uvTransform
 {
  aside[]={12,0,0}; // multiplication and offset UV coordinate (transformation matrix)
  up[]={0,12,0};
  dir[]={0,0,12};
  pos[]={0,0,0};
 };
};