Material - Basic normal detail: Difference between revisions
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===Material with Normal map detail texture, speculars only per vertex=== | ===Material with Normal map detail texture, speculars only per vertex=== | ||
Revision as of 19:34, 28 November 2011
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};
};
};