Organized materials XML a bit.
This was SVN commit r12418.
This commit is contained in:
parent
2d505a5015
commit
6031b0785f
@ -1,8 +1,7 @@
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<?xml version="1.0" encoding="utf-8"?>
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<material>
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<alternative material="alphatest.xml" if="CFG_FORCE_ALPHATEST"/>
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<shader effect="model_transparent"/>
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<alpha_blending/>
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<define name="USE_TRANSPARENT" value="1"/>
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<alternative material="alphatest.xml" if="CFG_FORCE_ALPHATEST"/>
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</material>
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@ -6,9 +6,14 @@
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<alternative material="basic_trans.xml" quality="2"/>
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<alternative material="alphatest_ao_parallax_spec.xml" if="CFG_FORCE_ALPHATEST"/>
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<!-- REQUIRES: Actor must provide a texture named "aoTex", where the R channel is the Ambient Occlusion.
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The model must provide a second, non-overlapping set of UV coordinates.
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COMMENT: The texture is combined using a multiply blend of (2 * ao * baseTex). -->
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<!--<conditional_define name="USE_PARALLAX_MAP" value="1" type="draw_range" conf="PARALLAX_DIST"/>
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<conditional_define name="USE_HQ_PARALLAX" value="1" type="draw_range" conf="PARALLAX_HQ_DIST"/>
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<conditional_define name="USE_VHQ_PARALLAX" value="1" type="draw_range" conf="PARALLAX_VHQ_DIST"/>
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<define name="USE_NORMAL_MAP" value="1"/>-->
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<!--<define name="USE_SPECULAR_MAP" value="1"/>
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<define name="USE_SELF_LIGHT" value="1"/>-->
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<define name="USE_AO" value="1"/>
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<!-- Settings for effects above:
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@ -6,40 +6,14 @@
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<alternative material="basic_trans_ao_spec.xml" quality="8"/>
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<alternative material="alphatest_ao_parallax_spec.xml" if="CFG_FORCE_ALPHATEST"/>
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<!-- REQUIRES: Actor must provide a texture named "normTex", where the Alpha channel
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is the heightmap (white = high).
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COMMENT: Pixels that are exactly white are calculated more efficiently (on average)
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if dynamic branching is supported by the player's GPU.
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EFFICIENCY: This is a moderately expensive effect, so use with care. -->
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<conditional_define name="USE_PARALLAX_MAP" value="1" type="draw_range" conf="PARALLAX_DIST"/>
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<conditional_define name="USE_HQ_PARALLAX" value="1" type="draw_range" conf="PARALLAX_HQ_DIST"/>
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<conditional_define name="USE_VHQ_PARALLAX" value="1" type="draw_range" conf="PARALLAX_VHQ_DIST"/>
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<!-- REQUIRES: Actor must provide a texture named "normTex", where the RGB channels
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are a normal map corresponding to XYZ normals.
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EFFICIENCY: This is a relatively inexpensive effect that should run easily on most hardware. -->
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<define name="USE_NORMAL_MAP" value="1"/>
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<!-- REQUIRES: Actor must provide a texture named "specTex", where the RGB channels
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provide a specular colour multiplier.
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Material must provide a uniform definition for "specularPower" that controls
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the glossiness of the effect.
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COMMENT: The intensity of the colour controls the specular amount, so black pixels have
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no specularity.
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COMPATIBILITY: This effect is incompatible with the old "USE_SPECULAR" effect.
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EFFICIENCY: This is a relatively inexpensive effect that should run easily on most hardware. -->
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<define name="USE_SPECULAR_MAP" value="1"/>
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<!-- REQUIRES: That "USE_SPECULAR_MAP" is enabled and a texture named "specTex" is provided by the Actor.
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The Alpha channel of the texture defines the amount of self-illumination, with
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transparency being no self-illumination.
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COMMENT: Full self-illumination means the screen colour of a pixel is equal to its baseTex value.
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EFFICIENCY: This is a very cheap effect, however it also requires the calculation of specular. -->
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<define name="USE_SELF_LIGHT" value="1"/>
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<!-- REQUIRES: Actor must provide a texture named "aoTex", where the R channel is the Ambient Occlusion.
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The model must provide a second, non-overlapping set of UV coordinates.
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COMMENT: The texture is combined using a multiply blend of (2 * ao * baseTex). -->
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<define name="USE_AO" value="1"/>
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<!-- Settings for effects above:
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@ -6,26 +6,14 @@
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<alternative material="basic_trans_ao.xml" quality="3"/>
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<alternative material="alphatest_ao_parallax_spec.xml" if="CFG_FORCE_ALPHATEST"/>
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<!-- REQUIRES: Actor must provide a texture named "specTex", where the RGB channels
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provide a specular colour multiplier.
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Material must provide a uniform definition for "specularPower" that controls
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the glossiness of the effect.
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COMMENT: The intensity of the colour controls the specular amount, so black pixels have
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no specularity.
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COMPATIBILITY: This effect is incompatible with the old "USE_SPECULAR" effect.
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EFFICIENCY: This is a relatively inexpensive effect that should run easily on most hardware. -->
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<define name="USE_SPECULAR_MAP" value="1"/>
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<!--<conditional_define name="USE_PARALLAX_MAP" value="1" type="draw_range" conf="PARALLAX_DIST"/>
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<conditional_define name="USE_HQ_PARALLAX" value="1" type="draw_range" conf="PARALLAX_HQ_DIST"/>
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<conditional_define name="USE_VHQ_PARALLAX" value="1" type="draw_range" conf="PARALLAX_VHQ_DIST"/>
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<define name="USE_NORMAL_MAP" value="1"/>-->
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<!-- REQUIRES: That "USE_SPECULAR_MAP" is enabled and a texture named "specTex" is provided by the Actor.
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The Alpha channel of the texture defines the amount of self-illumination, with
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transparency being no self-illumination.
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COMMENT: Full self-illumination means the screen colour of a pixel is equal to its baseTex value.
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EFFICIENCY: This is a very cheap effect, however it also requires the calculation of specular. -->
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<define name="USE_SPECULAR_MAP" value="1"/>
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<define name="USE_SELF_LIGHT" value="1"/>
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<!-- REQUIRES: Actor must provide a texture named "aoTex", where the R channel is the Ambient Occlusion.
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The model must provide a second, non-overlapping set of UV coordinates.
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COMMENT: The texture is combined using a multiply blend of (2 * ao * baseTex). -->
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<define name="USE_AO" value="1"/>
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<!-- Settings for effects above:
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@ -6,37 +6,16 @@
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<alternative material="basic_trans_spec.xml" quality="8"/>
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<alternative material="alphatest_ao_parallax_spec.xml" if="CFG_FORCE_ALPHATEST"/>
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<!-- REQUIRES: Actor must provide a texture named "normTex", where the Alpha channel
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is the heightmap (white = high).
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COMMENT: Pixels that are exactly white are calculated more efficiently (on average)
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if dynamic branching is supported by the player's GPU.
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EFFICIENCY: This is a moderately expensive effect, so use with care. -->
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<conditional_define name="USE_PARALLAX_MAP" value="1" type="draw_range" conf="PARALLAX_DIST"/>
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<conditional_define name="USE_HQ_PARALLAX" value="1" type="draw_range" conf="PARALLAX_HQ_DIST"/>
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<conditional_define name="USE_VHQ_PARALLAX" value="1" type="draw_range" conf="PARALLAX_VHQ_DIST"/>
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<!-- REQUIRES: Actor must provide a texture named "normTex", where the RGB channels
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are a normal map corresponding to XYZ normals.
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EFFICIENCY: This is a relatively inexpensive effect that should run easily on most hardware. -->
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<define name="USE_NORMAL_MAP" value="1"/>
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<!-- REQUIRES: Actor must provide a texture named "specTex", where the RGB channels
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provide a specular colour multiplier.
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Material must provide a uniform definition for "specularPower" that controls
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the glossiness of the effect.
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COMMENT: The intensity of the colour controls the specular amount, so black pixels have
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no specularity.
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COMPATIBILITY: This effect is incompatible with the old "USE_SPECULAR" effect.
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EFFICIENCY: This is a relatively inexpensive effect that should run easily on most hardware. -->
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<define name="USE_SPECULAR_MAP" value="1"/>
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<!-- REQUIRES: That "USE_SPECULAR_MAP" is enabled and a texture named "specTex" is provided by the Actor.
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The Alpha channel of the texture defines the amount of self-illumination, with
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transparency being no self-illumination.
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COMMENT: Full self-illumination means the screen colour of a pixel is equal to its baseTex value.
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EFFICIENCY: This is a very cheap effect, however it also requires the calculation of specular. -->
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<define name="USE_SELF_LIGHT" value="1"/>
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<!--<define name="USE_AO" value="1"/>-->
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<!-- Settings for effects above:
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First value: Normal mapping intensity.
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Second value: Specular power.
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@ -2,12 +2,16 @@
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<material>
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<shader effect="model"/>
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<alternative material="player_trans.xml" quality="2"/>
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<define name="USE_PLAYERCOLOR" value="1"/>
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<!-- REQUIRES: Actor must provide a texture named "aoTex", where the R channel is the Ambient Occlusion.
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The model must provide a second, non-overlapping set of UV coordinates.
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COMMENT: The texture is combined using a multiply blend of (2 * ao * baseTex). -->
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<!--<conditional_define name="USE_PARALLAX_MAP" value="1" type="draw_range" conf="PARALLAX_DIST"/>
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<conditional_define name="USE_HQ_PARALLAX" value="1" type="draw_range" conf="PARALLAX_HQ_DIST"/>
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<conditional_define name="USE_VHQ_PARALLAX" value="1" type="draw_range" conf="PARALLAX_VHQ_DIST"/>
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<define name="USE_NORMAL_MAP" value="1"/>-->
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<!--<define name="USE_SPECULAR_MAP" value="1"/>
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<define name="USE_SELF_LIGHT" value="1"/>-->
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<define name="USE_AO" value="1"/>
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<!-- Settings for effects above:
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@ -2,43 +2,16 @@
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<material>
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<shader effect="model"/>
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<alternative material="player_trans_ao_spec.xml" quality="8"/>
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<define name="USE_PLAYERCOLOR" value="1"/>
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<!-- REQUIRES: Actor must provide a texture named "normTex", where the Alpha channel
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is the heightmap (white = high).
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COMMENT: Pixels that are exactly white are calculated more efficiently (on average)
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if dynamic branching is supported by the player's GPU.
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EFFICIENCY: This is a moderately expensive effect, so use with care. -->
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<conditional_define name="USE_PARALLAX_MAP" value="1" type="draw_range" conf="PARALLAX_DIST"/>
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<conditional_define name="USE_HQ_PARALLAX" value="1" type="draw_range" conf="PARALLAX_HQ_DIST"/>
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<conditional_define name="USE_VHQ_PARALLAX" value="1" type="draw_range" conf="PARALLAX_VHQ_DIST"/>
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<!-- REQUIRES: Actor must provide a texture named "normTex", where the RGB channels
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are a normal map corresponding to XYZ normals.
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EFFICIENCY: This is a relatively inexpensive effect that should run easily on most hardware. -->
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<define name="USE_NORMAL_MAP" value="1"/>
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<!-- REQUIRES: Actor must provide a texture named "specTex", where the RGB channels
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provide a specular colour multiplier.
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Material must provide a uniform definition for "specularPower" that controls
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the glossiness of the effect.
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COMMENT: The intensity of the colour controls the specular amount, so black pixels have
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no specularity.
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COMPATIBILITY: This effect is incompatible with the old "USE_SPECULAR" effect.
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EFFICIENCY: This is a relatively inexpensive effect that should run easily on most hardware. -->
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<define name="USE_SPECULAR_MAP" value="1"/>
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<!-- REQUIRES: That "USE_SPECULAR_MAP" is enabled and a texture named "specTex" is provided by the Actor.
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The Alpha channel of the texture defines the amount of self-illumination, with
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transparency being no self-illumination.
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COMMENT: Full self-illumination means the screen colour of a pixel is equal to its baseTex value.
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EFFICIENCY: This is a very cheap effect, however it also requires the calculation of specular. -->
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<define name="USE_SELF_LIGHT" value="1"/>
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<!-- REQUIRES: Actor must provide a texture named "aoTex", where the R channel is the Ambient Occlusion.
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The model must provide a second, non-overlapping set of UV coordinates.
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COMMENT: The texture is combined using a multiply blend of (2 * ao * baseTex). -->
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<define name="USE_AO" value="1"/>
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<!-- Settings for effects above:
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@ -2,32 +2,22 @@
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<material>
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<shader effect="model"/>
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<alternative material="player_trans_ao.xml" quality="3"/>
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<define name="USE_PLAYERCOLOR" value="1"/>
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<!-- REQUIRES: Actor must provide a texture named "normTex", where the RGB channels
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are a normal map corresponding to XYZ normals.
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EFFICIENCY: This is a relatively inexpensive effect that should run easily on most hardware. -->
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<!--<conditional_define name="USE_PARALLAX_MAP" value="1" type="draw_range" conf="PARALLAX_DIST"/>
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<conditional_define name="USE_HQ_PARALLAX" value="1" type="draw_range" conf="PARALLAX_HQ_DIST"/>
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<conditional_define name="USE_VHQ_PARALLAX" value="1" type="draw_range" conf="PARALLAX_VHQ_DIST"/>-->
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<define name="USE_NORMAL_MAP" value="1"/>
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<!-- REQUIRES: Actor must provide a texture named "specTex", where the RGB channels
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provide a specular colour multiplier.
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Material must provide a uniform definition for "specularPower" that controls
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the glossiness of the effect.
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COMMENT: The intensity of the colour controls the specular amount, so black pixels have
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no specularity.
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COMPATIBILITY: This effect is incompatible with the old "USE_SPECULAR" effect.
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EFFICIENCY: This is a relatively inexpensive effect that should run easily on most hardware. -->
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<define name="USE_SPECULAR_MAP" value="1"/>
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<define name="USE_SELF_LIGHT" value="1"/>
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<!-- REQUIRES: Actor must provide a texture named "aoTex", where the R channel is the Ambient Occlusion.
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The model must provide a second, non-overlapping set of UV coordinates.
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COMMENT: The texture is combined using a multiply blend of (2 * ao * baseTex). -->
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<define name="USE_AO" value="1"/>
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<!-- Settings for effects above:
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First value: Normal mapping intensity.
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Second value: Specular power.
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Third value: Parallax scale. -->
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Third value: Parallax scale.
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Fourth value: AO amount. -->
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<uniform name="effectSettings" value="1.0 50.0 0.0075 0.85"/>
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</material>
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@ -2,44 +2,17 @@
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<material>
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<shader effect="model"/>
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<alternative material="player_trans.xml" quality="8"/>
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<define name="USE_PLAYERCOLOR" value="1"/>
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<!-- REQUIRES: Actor must provide a texture named "normTex", where the Alpha channel
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is the heightmap (white = high).
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COMMENT: Pixels that are exactly white are calculated more efficiently (on average)
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if dynamic branching is supported by the player's GPU.
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EFFICIENCY: This is a moderately expensive effect, so use with care. -->
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<conditional_define name="USE_PARALLAX_MAP" value="1" type="draw_range" conf="PARALLAX_DIST"/>
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<conditional_define name="USE_HQ_PARALLAX" value="1" type="draw_range" conf="PARALLAX_HQ_DIST"/>
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<conditional_define name="USE_VHQ_PARALLAX" value="1" type="draw_range" conf="PARALLAX_VHQ_DIST"/>
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<!-- REQUIRES: Actor must provide a texture named "normTex", where the RGB channels
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are a normal map corresponding to XYZ normals.
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EFFICIENCY: This is a relatively inexpensive effect that should run easily on most hardware. -->
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<define name="USE_NORMAL_MAP" value="1"/>
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<!-- REQUIRES: Actor must provide a texture named "specTex", where the RGB channels
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provide a specular colour multiplier.
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Material must provide a uniform definition for "specularPower" that controls
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the glossiness of the effect.
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COMMENT: The intensity of the colour controls the specular amount, so black pixels have
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no specularity.
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COMPATIBILITY: This effect is incompatible with the old "USE_SPECULAR" effect.
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EFFICIENCY: This is a relatively inexpensive effect that should run easily on most hardware. -->
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<!--define name="USE_SPECULAR_MAP" value="1"/-->
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<!--<define name="USE_SPECULAR_MAP" value="1"/>
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<define name="USE_SELF_LIGHT" value="1"/>-->
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<!-- REQUIRES: That "USE_SPECULAR_MAP" is enabled and a texture named "specTex" is provided by the Actor.
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The Alpha channel of the texture defines the amount of self-illumination, with
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transparency being no self-illumination.
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COMMENT: Full self-illumination means the screen colour of a pixel is equal to its baseTex value.
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EFFICIENCY: This is a very cheap effect, however it also requires the calculation of specular. -->
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<!--define name="USE_SELF_LIGHT" value="1"/-->
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<!-- REQUIRES: Actor must provide a texture named "aoTex", where the R channel is the Ambient Occlusion.
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The model must provide a second, non-overlapping set of UV coordinates.
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COMMENT: The texture is combined using a multiply blend of (2 * ao * baseTex). -->
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<!--define name="USE_AO" value="1"/-->
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<!--<define name="USE_AO" value="1"/>-->
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<!-- Settings for effects above:
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First value: Normal mapping intensity.
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@ -2,44 +2,17 @@
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<material>
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<shader effect="model"/>
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<alternative material="player_trans_spec.xml" quality="8"/>
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<define name="USE_PLAYERCOLOR" value="1"/>
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<!-- REQUIRES: Actor must provide a texture named "normTex", where the Alpha channel
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is the heightmap (white = high).
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COMMENT: Pixels that are exactly white are calculated more efficiently (on average)
|
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if dynamic branching is supported by the player's GPU.
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EFFICIENCY: This is a moderately expensive effect, so use with care. -->
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<conditional_define name="USE_PARALLAX_MAP" value="1" type="draw_range" conf="PARALLAX_DIST"/>
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<conditional_define name="USE_HQ_PARALLAX" value="1" type="draw_range" conf="PARALLAX_HQ_DIST"/>
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<conditional_define name="USE_VHQ_PARALLAX" value="1" type="draw_range" conf="PARALLAX_VHQ_DIST"/>
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<!-- REQUIRES: Actor must provide a texture named "normTex", where the RGB channels
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are a normal map corresponding to XYZ normals.
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EFFICIENCY: This is a relatively inexpensive effect that should run easily on most hardware. -->
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<define name="USE_NORMAL_MAP" value="1"/>
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<!-- REQUIRES: Actor must provide a texture named "specTex", where the RGB channels
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provide a specular colour multiplier.
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Material must provide a uniform definition for "specularPower" that controls
|
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the glossiness of the effect.
|
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COMMENT: The intensity of the colour controls the specular amount, so black pixels have
|
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no specularity.
|
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COMPATIBILITY: This effect is incompatible with the old "USE_SPECULAR" effect.
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EFFICIENCY: This is a relatively inexpensive effect that should run easily on most hardware. -->
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<define name="USE_SPECULAR_MAP" value="1"/>
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<!-- REQUIRES: That "USE_SPECULAR_MAP" is enabled and a texture named "specTex" is provided by the Actor.
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The Alpha channel of the texture defines the amount of self-illumination, with
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transparency being no self-illumination.
|
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COMMENT: Full self-illumination means the screen colour of a pixel is equal to its baseTex value.
|
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EFFICIENCY: This is a very cheap effect, however it also requires the calculation of specular. -->
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<define name="USE_SELF_LIGHT" value="1"/>
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<!-- REQUIRES: Actor must provide a texture named "aoTex", where the R channel is the Ambient Occlusion.
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The model must provide a second, non-overlapping set of UV coordinates.
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COMMENT: The texture is combined using a multiply blend of (2 * ao * baseTex). -->
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<define name="USE_AO" value="0"/>
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<!--<define name="USE_AO" value="1"/>-->
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<!-- Settings for effects above:
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First value: Normal mapping intensity.
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@ -1,26 +1,19 @@
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<?xml version="1.0" encoding="utf-8"?>
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<material>
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<shader effect="model"/>
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<alternative material="player_trans.xml" quality="1"/>
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<define name="USE_PLAYERCOLOR" value="1"/>
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<!-- REQUIRES: Actor must provide a texture named "specTex", where the RGB channels
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provide a specular colour multiplier.
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Material must provide a uniform definition for "specularPower" that controls
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the glossiness of the effect.
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||||
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"/>
|
||||
|
||||
<!--<define name="USE_AO" value="1"/>-->
|
||||
|
||||
<!-- Settings for effects above:
|
||||
First value: Normal mapping intensity.
|
||||
Second value: Specular power.
|
||||
|
Loading…
Reference in New Issue
Block a user