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- MaterialDef Phong Lighting {
- MaterialParameters {
- // Compute vertex lighting in the shader
- // For better performance
- Boolean VertexLighting
- // Use more efficent algorithms to improve performance
- Boolean LowQuality
- // Improve quality at the cost of performance
- Boolean HighQuality
- // Output alpha from the diffuse map
- Boolean UseAlpha
- // Alpha threshold for fragment discarding
- Float AlphaDiscardThreshold (AlphaTestFallOff)
- // Normal map is in BC5/ATI2n/LATC/3Dc compression format
- Boolean LATC
- // Use the provided ambient, diffuse, and specular colors
- Boolean UseMaterialColors
- // Activate shading along the tangent, instead of the normal
- // Requires tangent data to be available on the model.
- Boolean VTangent
- // Use minnaert diffuse instead of lambert
- Boolean Minnaert
- // Use ward specular instead of phong
- Boolean WardIso
- // Use vertex color as an additional diffuse color.
- Boolean UseVertexColor
- // Ambient color
- Color Ambient (MaterialAmbient)
- // Diffuse color
- Color Diffuse (MaterialDiffuse)
- // Specular color
- Color Specular (MaterialSpecular)
- // Specular power/shininess
- Float Shininess (MaterialShininess) : 1
- // Diffuse map
- Texture2D DiffuseMap
- // Normal map
- Texture2D NormalMap
- // Specular/gloss map
- Texture2D SpecularMap
- // Parallax/height map
- Texture2D ParallaxMap
- //Set to true is parallax map is stored in the alpha channel of the normal map
- Boolean PackedNormalParallax
- //Sets the relief height for parallax mapping
- Float ParallaxHeight : 0.05
- //Set to true to activate Steep Parallax mapping
- Boolean SteepParallax
- // Texture that specifies alpha values
- Texture2D AlphaMap
- // Color ramp, will map diffuse and specular values through it.
- Texture2D ColorRamp
- // Texture of the glowing parts of the material
- Texture2D GlowMap
- // Set to Use Lightmap
- Texture2D LightMap
- // Set to use TexCoord2 for the lightmap sampling
- Boolean SeparateTexCoord
- // The glow color of the object
- Color GlowColor
- // Parameters for fresnel
- // X = bias
- // Y = scale
- // Z = power
- Vector3 FresnelParams
- // Env Map for reflection
- TextureCubeMap EnvMap
- // the env map is a spheremap and not a cube map
- Boolean EnvMapAsSphereMap
- //shadows
- Int FilterMode // do wywalenia
- Boolean HardwareShadows
- Texture2D ShadowMap0
- Texture2D ShadowMap1
- Texture2D ShadowMap2
- Texture2D ShadowMap3
- //pointLights
- Texture2D ShadowMap4
- Texture2D ShadowMap5
- Float ShadowIntensity
- Vector4 Splits
- Vector2 FadeInfo
- Matrix4 LightViewProjectionMatrix0
- Matrix4 LightViewProjectionMatrix1
- Matrix4 LightViewProjectionMatrix2
- Matrix4 LightViewProjectionMatrix3
- //pointLight
- Matrix4 LightViewProjectionMatrix4
- Matrix4 LightViewProjectionMatrix5
- Vector3 LightPos
- Vector3 LightDir
- Int LightCount
- Vector4 LightPosition0
- Vector4 LightPosition1
- Vector4 LightPosition2
- Vector4 LightPosition3
- Vector4 LightPosition4
- Vector4 LightPosition5
- Float LightRadius
- Float PCFEdge
- Float ShadowMapSize
- // For hardware skinning
- Int NumberOfBones
- Matrix4Array BoneMatrices
- }
- Technique {
- LightMode MultiPass
- VertexShader GLSL100: MatDefs/Light/LightingMS.vert
- FragmentShader GLSL100: MatDefs/Light/LightingMS.frag
- WorldParameters {
- WorldViewProjectionMatrix
- NormalMatrix
- WorldViewMatrix
- ViewMatrix
- CameraPosition
- WorldMatrix
- }
- Defines {
- LATC : LATC
- VERTEX_COLOR : UseVertexColor
- VERTEX_LIGHTING : VertexLighting
- ATTENUATION : Attenuation
- MATERIAL_COLORS : UseMaterialColors
- V_TANGENT : VTangent
- MINNAERT : Minnaert
- WARDISO : WardIso
- LOW_QUALITY : LowQuality
- HQ_ATTENUATION : HighQuality
- DIFFUSEMAP : DiffuseMap
- NORMALMAP : NormalMap
- SPECULARMAP : SpecularMap
- PARALLAXMAP : ParallaxMap
- NORMALMAP_PARALLAX : PackedNormalParallax
- STEEP_PARALLAX : SteepParallax
- ALPHAMAP : AlphaMap
- COLORRAMP : ColorRamp
- LIGHTMAP : LightMap
- SEPARATE_TEXCOORD : SeparateTexCoord
- USE_REFLECTION : EnvMap
- SPHERE_MAP : SphereMap
- NUM_BONES : NumberOfBones
- }
- }
- Technique PreShadow {
- VertexShader GLSL100 : Common/MatDefs/Shadow/PreShadow.vert
- FragmentShader GLSL100 : Common/MatDefs/Shadow/PreShadow.frag
- WorldParameters {
- WorldViewProjectionMatrix
- WorldViewMatrix
- }
- Defines {
- COLOR_MAP : ColorMap
- DISCARD_ALPHA : AlphaDiscardThreshold
- NUM_BONES : NumberOfBones
- }
- ForcedRenderState {
- FaceCull Off
- DepthTest On
- DepthWrite On
- PolyOffset 0.9 5
- ColorWrite Off
- }
- }
- Technique PostShadow15{
- VertexShader GLSL150: MatDefs/Shadow/PostShadowMS15.vert
- FragmentShader GLSL150: MatDefs/Shadow/PostShadowMS15.frag
- WorldParameters {
- WorldViewProjectionMatrix
- WorldMatrix
- LightPosition
- }
- Defines {
- HARDWARE_SHADOWS : HardwareShadows
- FILTER_MODE : FilterMode
- PCFEDGE : PCFEdge
- DISCARD_ALPHA : AlphaDiscardThreshold
- COLOR_MAP : ColorMap
- SHADOWMAP_SIZE : ShadowMapSize
- FADE : FadeInfo
- PSSM : Splits
- POINTLIGHT : LightViewProjectionMatrix5
- NUM_BONES : NumberOfBones
- NUM_LIGHTS: LightCount
- }
- ForcedRenderState {
- Blend Modulate
- DepthWrite Off
- PolyOffset -0.01 0
- }
- }
- Technique PostShadow{
- VertexShader GLSL100: Common/MatDefs/Shadow/PostShadow.vert
- FragmentShader GLSL100: Common/MatDefs/Shadow/PostShadow.frag
- WorldParameters {
- WorldViewProjectionMatrix
- WorldMatrix
- LightPosition
- }
- Defines {
- HARDWARE_SHADOWS : HardwareShadows
- FILTER_MODE : FilterMode
- PCFEDGE : PCFEdge
- DISCARD_ALPHA : AlphaDiscardThreshold
- COLOR_MAP : ColorMap
- SHADOWMAP_SIZE : ShadowMapSize
- FADE : FadeInfo
- PSSM : Splits
- POINTLIGHT : LightViewProjectionMatrix5
- NUM_BONES : NumberOfBones
- NUM_LIGHTS: LightCount
- }
- ForcedRenderState {
- Blend Modulate
- DepthWrite Off
- PolyOffset -0.1 0
- }
- }
- Technique PreNormalPass {
- VertexShader GLSL100 : Common/MatDefs/SSAO/normal.vert
- FragmentShader GLSL100 : Common/MatDefs/SSAO/normal.frag
- WorldParameters {
- WorldViewProjectionMatrix
- WorldViewMatrix
- NormalMatrix
- }
- Defines {
- DIFFUSEMAP_ALPHA : DiffuseMap
- NUM_BONES : NumberOfBones
- }
- }
- Technique PreNormalPassDerivative {
- VertexShader GLSL100 : Common/MatDefs/MSSAO/normal.vert
- FragmentShader GLSL100 : Common/MatDefs/MSSAO/normal.frag
- WorldParameters {
- WorldViewProjectionMatrix
- WorldViewMatrix
- NormalMatrix
- }
- Defines {
- DIFFUSEMAP_ALPHA : DiffuseMap
- NUM_BONES : NumberOfBones
- }
- }
- Technique GBuf {
- VertexShader GLSL100: Common/MatDefs/Light/GBuf.vert
- FragmentShader GLSL100: Common/MatDefs/Light/GBuf.frag
- WorldParameters {
- WorldViewProjectionMatrix
- NormalMatrix
- WorldViewMatrix
- WorldMatrix
- }
- Defines {
- VERTEX_COLOR : UseVertexColor
- MATERIAL_COLORS : UseMaterialColors
- V_TANGENT : VTangent
- MINNAERT : Minnaert
- WARDISO : WardIso
- DIFFUSEMAP : DiffuseMap
- NORMALMAP : NormalMap
- SPECULARMAP : SpecularMap
- PARALLAXMAP : ParallaxMap
- }
- }
- Technique {
- LightMode FixedPipeline
- }
- Technique Glow {
- VertexShader GLSL100: Common/MatDefs/Misc/Unshaded.vert
- FragmentShader GLSL100: Common/MatDefs/Light/Glow.frag
- WorldParameters {
- WorldViewProjectionMatrix
- }
- Defines {
- NEED_TEXCOORD1
- HAS_GLOWMAP : GlowMap
- HAS_GLOWCOLOR : GlowColor
- NUM_BONES : NumberOfBones
- }
- }
- }
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