Material - TreePRT: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
No edit summary
m (Text replace - "{{enHeader}}" to "")
Line 1: Line 1:
{{enHeader}}
 


Optimized shader utilizing pre-calculated illumination from 4 directions.
Optimized shader utilizing pre-calculated illumination from 4 directions.

Revision as of 20:34, 28 November 2011


Optimized shader utilizing pre-calculated illumination from 4 directions.

Example

ambient[]={1.000000,1.000000,1.000000,1.000000};
diffuse[]={1.000000,1.000000,1.000000,1.000000};
forcedDiffuse[]={1.000000,1.000000,1.000000,1.000000};
emmisive[]={0.000000,0.000000,0.000000,1.000000};
specular[]={0.000000,0.000000,0.000000,1.000000};
specularPower=120.000000;

PixelShaderID="TreePRT";
VertexShaderID="TreePRT";

class Stage1
{
 texture="CA\plants2\Tree\data\t_fagus2s_1_PR.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};
 };
};
class Stage2
{
 texture=#(argb,8,8,3)color(1,1,1,1,MC);
 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};
 };
};