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Feb 18th, 2018
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  1.  
  2. material ETTerrainMaterial3
  3. {
  4. technique
  5. {
  6.  
  7. pass Ambient
  8. {
  9. vertex_program_ref ETAmbient_VS
  10. {
  11. }
  12. }
  13.  
  14. pass Lighting
  15. {
  16. scene_blend add
  17. iteration once_per_light
  18.  
  19.  
  20. vertex_program_ref ET/Programs/VSDynLightingNM
  21. {
  22. }
  23.  
  24. fragment_program_ref ET/Programs/PSDynLightingNM
  25. {
  26. param_named splatScaleX float 1
  27. param_named splatScaleZ float 1
  28. }
  29.  
  30. texture_unit
  31. {
  32. // first coverage map, dynamically managed
  33. texture_alias RGBMap1
  34. }
  35. texture_unit
  36. {
  37. // second coverage map, dynamically managed
  38. texture_alias RGBMap2
  39. }
  40. texture_unit
  41. {
  42. // second coverage map, dynamically managed
  43. texture_alias RGBMap3
  44. }
  45.  
  46. texture_unit
  47. {
  48. texture_alias RMap1_NRM
  49. }
  50. texture_unit
  51. {
  52. texture_alias GMap1_NRM
  53. }
  54. texture_unit
  55. {
  56. texture_alias BMap1_NRM
  57. }
  58. texture_unit
  59. {
  60. texture_alias RMap2_NRM
  61. }
  62. texture_unit
  63. {
  64. texture_alias GMap2_NRM
  65. }
  66. texture_unit
  67. {
  68. texture_alias BMap2_NRM
  69. }
  70. texture_unit
  71. {
  72. texture_alias RMap3_NRM
  73. }
  74. texture_unit
  75. {
  76. texture_alias GMap3_NRM
  77. }
  78. texture_unit
  79. {
  80. texture_alias BMap3_NRM
  81. }
  82.  
  83. }
  84.  
  85.  
  86. //test
  87. // pass Lighting
  88. // {
  89. // scene_blend add
  90. // iteration once_per_light
  91.  
  92.  
  93. // vertex_program_ref ET/Programs/VSDynLightingNM
  94. // {
  95. // }
  96.  
  97. // fragment_program_ref ET/Programs/PSDynLightingNM
  98. // {
  99. // param_named splatScaleX float 1
  100. // param_named splatScaleZ float 1
  101. // }
  102.  
  103. // texture_unit
  104. // {
  105. // // first coverage map, dynamically managed
  106. // texture_alias RGBMap1b
  107. // }
  108. // texture_unit
  109. // {
  110. // // second coverage map, dynamically managed
  111. // texture_alias RGBMap2b
  112. // }
  113. // texture_unit
  114. // {
  115. // // second coverage map, dynamically managed
  116. // texture_alias RGBMap3b
  117. // }
  118.  
  119. // texture_unit
  120. // {
  121. // texture_alias RMap1_NRMb
  122. // }
  123. // texture_unit
  124. // {
  125. // texture_alias GMap1_NRMb
  126. // }
  127. // texture_unit
  128. // {
  129. // texture_alias BMap1_NRMb
  130. // }
  131. // texture_unit
  132. // {
  133. // texture_alias RMap2_NRMb
  134. // }
  135. // texture_unit
  136. // {
  137. // texture_alias GMap2_NRMb
  138. // }
  139. // texture_unit
  140. // {
  141. // texture_alias BMap2_NRMb
  142. // }
  143. // texture_unit
  144. // {
  145. // texture_alias RMap3_NRMb
  146. // }
  147. // texture_unit
  148. // {
  149. // texture_alias GMap3_NRMb
  150. // }
  151. // texture_unit
  152. // {
  153. // texture_alias BMap3_NRMb
  154. // }
  155.  
  156. // }
  157. // primary splatting technique, requires PS 2.0
  158. pass Splatting
  159. {
  160. scene_blend modulate
  161.  
  162. vertex_program_ref ET/Programs/VSDynLightingNM
  163. {
  164. }
  165.  
  166. fragment_program_ref ET/Programs/PSDynLightingNM
  167. {
  168. }
  169.  
  170. vertex_program_ref ET/Programs/VSLodMorph2
  171. {
  172. }
  173.  
  174. fragment_program_ref ET/Programs/PSSplat2
  175. {
  176. param_named splatScaleX float 1
  177. param_named splatScaleZ float 1
  178. }
  179.  
  180. texture_unit
  181. {
  182. // first coverage map, dynamically managed
  183. texture_alias RGBMap1
  184. }
  185. texture_unit
  186. {
  187. // second coverage map, dynamically managed
  188. texture_alias RGBMap2
  189. }
  190. texture_unit
  191. {
  192. // second coverage map, dynamically managed
  193. texture_alias RGBMap3
  194. }
  195.  
  196. // splatting textures
  197. texture_unit
  198. {
  199. texture_alias RMap1_DIF
  200. }
  201. texture_unit
  202. {
  203. texture_alias GMap1_DIF
  204. }
  205. texture_unit
  206. {
  207. texture_alias BMap1_DIF
  208. }
  209. texture_unit
  210. {
  211. texture_alias RMap2_DIF
  212. }
  213. texture_unit
  214. {
  215. texture_alias GMap2_DIF
  216. }
  217. texture_unit
  218. {
  219. texture_alias BMap2_DIF
  220. }
  221. texture_unit
  222. {
  223. texture_alias RMap3_DIF
  224. }
  225. texture_unit
  226. {
  227. texture_alias GMap3_DIF
  228. }
  229. texture_unit
  230. {
  231. texture_alias BMap3_DIF
  232. }
  233. }
  234.  
  235. pass
  236. {
  237. // colour map
  238. scene_blend modulate
  239.  
  240. vertex_program_ref ET/Programs/VSLodMorph3
  241. {
  242. }
  243.  
  244. texture_unit
  245. {
  246. texture_alias Color
  247. }
  248.  
  249. }
  250.  
  251.  
  252. }
  253. }
  254.  
  255.  
  256. material Unimog406 : ETTerrainMaterial3
  257. {
  258. set_texture_alias RGBMap1 MR-full_red.dds
  259. set_texture_alias RMap1_DIF Unimog406.png
  260. set_texture_alias RMap1_NRM Unimog406norm.dds
  261. set_texture_alias Color Unimog406ao.png
  262. }
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