TODO: Describe the config options better
<?xml version="1.0" encoding="utf-8"?> <material> <shader effect="model_transparent"/> <alpha_blending/> <define name="USE_TRANSPARENT" value="1"/> <alternative material="basic_trans_ao_spec.xml" quality="8"/> <alternative material="alphatest_ao_parallax_spec.xml" if="CFG_FORCE_ALPHATEST"/> <!-- REQUIRES: Actor must provide a texture named "normTex", where the Alpha channel is the heightmap (white = high). COMMENT: Pixels that are exactly white are calculated more efficiently (on average) if dynamic branching is supported by the player's GPU. EFFICIENCY: This is a moderately expensive effect, so use with care. --> <conditional_define name="USE_PARALLAX_MAP" value="1" type="draw_range" conf="PARALLAX_DIST"/> <conditional_define name="USE_HQ_PARALLAX" value="1" type="draw_range" conf="PARALLAX_HQ_DIST"/> <!-- REQUIRES: Actor must provide a texture named "normTex", where the RGB channels are a normal map corresponding to XYZ normals. EFFICIENCY: This is a relatively inexpensive effect that should run easily on most hardware. --> <define name="USE_NORMAL_MAP" value="1"/> <!-- REQUIRES: Actor must provide a texture named "specTex", where the RGB channels provide a specular colour multiplier. Material must provide a uniform definition for "specularPower" that controls the glossiness of the effect. COMMENT: The intensity of the colour controls the specular amount, so black pixels have no specularity. COMPATIBILITY: This effect is incompatible with the old "USE_SPECULAR" effect. EFFICIENCY: This is a relatively inexpensive effect that should run easily on most hardware. --> <define name="USE_SPECULAR_MAP" value="1"/> <!-- REQUIRES: That "USE_SPECULAR_MAP" is enabled and a texture named "specTex" is provided by the Actor. The Alpha channel of the texture defines the amount of self-illumination, with transparency being no self-illumination. COMMENT: Full self-illumination means the screen colour of a pixel is equal to its baseTex value. EFFICIENCY: This is a very cheap effect, however it also requires the calculation of specular. --> <define name="USE_SELF_LIGHT" value="1"/> <!-- REQUIRES: Actor must provide a texture named "aoTex", where the R channel is the Ambient Occlusion. The model must provide a second, non-overlapping set of UV coordinates. COMMENT: The texture is combined using a multiply blend of (2 * ao * baseTex). --> <define name="USE_AO" value="1"/> <!-- Settings for effects above: First value: Normal mapping intensity. Second value: Specular power. Third value: Parallax scale. Fourth value: AO amount. --> <uniform name="effectSettings" value="1.0 50.0 0.0075 0.85"/> </material>
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12 years ago
Last modified on Aug 14, 2012, 1:54:39 AM
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