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}; |
Revision as of 18:50, 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}; }; };