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forked from 0ad/0ad

Organized materials XML a bit.

This was SVN commit r12418.
This commit is contained in:
gregory 2012-08-14 02:31:11 +00:00
parent 2d505a5015
commit 6031b0785f
11 changed files with 64 additions and 213 deletions

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@ -1,8 +1,7 @@
<?xml version="1.0" encoding="utf-8"?>
<material>
<alternative material="alphatest.xml" if="CFG_FORCE_ALPHATEST"/>
<shader effect="model_transparent"/>
<alpha_blending/>
<define name="USE_TRANSPARENT" value="1"/>
<alternative material="alphatest.xml" if="CFG_FORCE_ALPHATEST"/>
</material>

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@ -6,9 +6,14 @@
<alternative material="basic_trans.xml" quality="2"/>
<alternative material="alphatest_ao_parallax_spec.xml" if="CFG_FORCE_ALPHATEST"/>
<!-- 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). -->
<!--<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"/>
<conditional_define name="USE_VHQ_PARALLAX" value="1" type="draw_range" conf="PARALLAX_VHQ_DIST"/>
<define name="USE_NORMAL_MAP" value="1"/>-->
<!--<define name="USE_SPECULAR_MAP" value="1"/>
<define name="USE_SELF_LIGHT" value="1"/>-->
<define name="USE_AO" value="1"/>
<!-- Settings for effects above:

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@ -5,41 +5,15 @@
<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"/>
<conditional_define name="USE_VHQ_PARALLAX" value="1" type="draw_range" conf="PARALLAX_VHQ_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:

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@ -6,26 +6,14 @@
<alternative material="basic_trans_ao.xml" quality="3"/>
<alternative material="alphatest_ao_parallax_spec.xml" if="CFG_FORCE_ALPHATEST"/>
<!-- 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"/>
<!--<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"/>
<conditional_define name="USE_VHQ_PARALLAX" value="1" type="draw_range" conf="PARALLAX_VHQ_DIST"/>
<define name="USE_NORMAL_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_SPECULAR_MAP" value="1"/>
<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:

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@ -5,38 +5,17 @@
<define name="USE_TRANSPARENT" value="1"/>
<alternative material="basic_trans_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"/>
<conditional_define name="USE_VHQ_PARALLAX" value="1" type="draw_range" conf="PARALLAX_VHQ_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"/>
<!--<define name="USE_AO" value="1"/>-->
<!-- Settings for effects above:
First value: Normal mapping intensity.
Second value: Specular power.

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@ -2,12 +2,16 @@
<material>
<shader effect="model"/>
<alternative material="player_trans.xml" quality="2"/>
<define name="USE_PLAYERCOLOR" 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). -->
<!--<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"/>
<conditional_define name="USE_VHQ_PARALLAX" value="1" type="draw_range" conf="PARALLAX_VHQ_DIST"/>
<define name="USE_NORMAL_MAP" value="1"/>-->
<!--<define name="USE_SPECULAR_MAP" value="1"/>
<define name="USE_SELF_LIGHT" value="1"/>-->
<define name="USE_AO" value="1"/>
<!-- Settings for effects above:

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@ -2,43 +2,16 @@
<material>
<shader effect="model"/>
<alternative material="player_trans_ao_spec.xml" quality="8"/>
<define name="USE_PLAYERCOLOR" value="1"/>
<!-- 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"/>
<conditional_define name="USE_VHQ_PARALLAX" value="1" type="draw_range" conf="PARALLAX_VHQ_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:

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@ -2,32 +2,22 @@
<material>
<shader effect="model"/>
<alternative material="player_trans_ao.xml" quality="3"/>
<define name="USE_PLAYERCOLOR" value="1"/>
<!-- 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. -->
<!--<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"/>
<conditional_define name="USE_VHQ_PARALLAX" value="1" type="draw_range" conf="PARALLAX_VHQ_DIST"/>-->
<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: 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_SELF_LIGHT" value="1"/>
<define name="USE_AO" value="1"/>
<!-- Settings for effects above:
First value: Normal mapping intensity.
Second value: Specular power.
Third value: Parallax scale. -->
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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@ -2,44 +2,17 @@
<material>
<shader effect="model"/>
<alternative material="player_trans.xml" quality="8"/>
<define name="USE_PLAYERCOLOR" value="1"/>
<!-- 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"/>
<conditional_define name="USE_VHQ_PARALLAX" value="1" type="draw_range" conf="PARALLAX_VHQ_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"/-->
<!--<define name="USE_SPECULAR_MAP" value="1"/>
<define name="USE_SELF_LIGHT" value="1"/>-->
<!--<define name="USE_AO" value="1"/>-->
<!-- Settings for effects above:
First value: Normal mapping intensity.

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@ -2,45 +2,18 @@
<material>
<shader effect="model"/>
<alternative material="player_trans_spec.xml" quality="8"/>
<define name="USE_PLAYERCOLOR" value="1"/>
<!-- 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"/>
<conditional_define name="USE_VHQ_PARALLAX" value="1" type="draw_range" conf="PARALLAX_VHQ_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="0"/>
<!--<define name="USE_AO" value="1"/>-->
<!-- Settings for effects above:
First value: Normal mapping intensity.
Second value: Specular power.

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@ -1,26 +1,19 @@
<?xml version="1.0" encoding="utf-8"?>
<material>
<shader effect="model"/>
<alternative material="player_trans.xml" quality="1"/>
<define name="USE_PLAYERCOLOR" 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. -->
<!--<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"/>
<conditional_define name="USE_VHQ_PARALLAX" value="1" type="draw_range" conf="PARALLAX_VHQ_DIST"/>
<define name="USE_NORMAL_MAP" value="1"/>-->
<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"/>
<!--<define name="USE_AO" value="1"/>-->
<!-- Settings for effects above:
First value: Normal mapping intensity.
Second value: Specular power.