Material - Tree

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Revision as of 18:06, 25 February 2026 by Lou Montana (talk | contribs) (Some wiki formatting)
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Category: Arma 2: Editing

Shader for trees in Arma 2 which instead of diffused and ambient attenuation uses lightmap from alpha-channel of MC map. Contrary to other shaders its diffuse component will always be used, not just only until fadeaway of casted shadows. RGB values from MC map - macromap thus second colormap wihtin 2UV set are here multipled with main diffuse (CO) map within 1.UV set.

Example of such material

ambient[] = { 1.000000, 1.000000, 1.000000, 1.000000 };
diffuse[] = { 1.000000, 1.000000, 1.000000, 1.000000 };
forcedDiffuse[] = { 0.000000, 0.000000, 0.000000, 0.000000 };
emmisive[] = { 0.000000, 0.000000, 0.000000, 1.000000 };
specular[] = { 0.501961, 0.274510, 0.109804, 1.000000 };
specularPower = 120.000000;
PixelShaderID = "Tree";
VertexShaderID = "TreeNoFade";

class Stage1 // Normal map
{
	texture = "ca\plants2\Tree\data\t_fagus2s_0_NO.tga";
	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 };
	};
};

class Stage2 // Light mapa
{
	texture = "CA\plants2\Tree\Data\t_fagus2s_koruna_1lod_MC.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 };
	};
};