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};
};
};