Material - TreePRT: Difference between revisions
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Optimized shader utilizing pre-calculated illumination from 4 directions.  | Optimized shader utilizing pre-calculated illumination from 4 directions.  | ||
===Example===  | === Example ===  | ||
  ambient[]={1.000000,1.000000,1.000000,1.000000};  |   ambient[]={1.000000,1.000000,1.000000,1.000000};  | ||
Latest revision as of 20:30, 31 January 2021
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};
 };
};