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SHADER_PARAM( DETAILFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $detail" )
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SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "4", "scale of the detail texture" )
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SHADER_PARAM( HSV, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "HSV color to transform $basetexture texture with" )
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SHADER_PARAM( TINTMASKTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Separate tint mask texture (as opposed to using basetexture alpha)" )
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SHADER_PARAM( DESATURATEWITHBASEALPHA, SHADER_PARAM_TYPE_FLOAT, "0.0", "Use the base alpha to desaturate the base texture. Set to non-zero to enable, value gets multiplied into the alpha channel before desaturating." )
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SHADER_PARAM( ALLOWDIFFUSEMODULATION, SHADER_PARAM_TYPE_BOOL, "1", "Allow per-instance color modulation" )
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SHADER_PARAM( BLENDTINTBYBASEALPHA, SHADER_PARAM_TYPE_BOOL, "0", "Use the base alpha to blend in the $color modulation" )
SHADER_PARAM( ENVMAPFRESNEL, SHADER_PARAM_TYPE_FLOAT, "0", "Degree to which Fresnel should be applied to env map" )
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SHADER_PARAM( ENVMAPFRESNELMINMAXEXP, SHADER_PARAM_TYPE_VEC3, "[0.0 1.0 2.0]", "Min/max fresnel range and exponent for vertexlitgeneric" )
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// selfillum
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SHADER_PARAM( SELFILLUMMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "If we bind a texture here, it overrides base alpha (if any) for self illum" )
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SHADER_PARAM( SELFILLUM_ENVMAPMASK_ALPHA, SHADER_PARAM_TYPE_FLOAT, "0.0", "defines that self illum value comes from env map mask alpha" )
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SHADER_PARAM( SELFILLUMMASKSCALE, SHADER_PARAM_TYPE_FLOAT, "0", "Scale self illum effect strength" )
SHADER_PARAM( PHONGBOOST, SHADER_PARAM_TYPE_FLOAT, "1.0", "Phong overbrightening factor (specular mask channel should be authored to account for this)" )
SHADER_PARAM( BASEMAPALPHAPHONGMASK, SHADER_PARAM_TYPE_INTEGER, "0", "indicates that there is no normal map and that the phong mask is in base alpha" )
SHADER_PARAM( ENVMAPFRESNEL, SHADER_PARAM_TYPE_FLOAT, "0", "Degree to which Fresnel should be applied to env map" )
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SHADER_PARAM( SELFILLUMMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "If we bind a texture here, it overrides base alpha (if any) for self illum" )
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SHADER_PARAM( BASEMAPLUMINANCEPHONGMASK, SHADER_PARAM_TYPE_INTEGER, "0", "indicates that the base luminance should be used to mask phong" )
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// detail texturing
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SHADER_PARAM( DETAILBLENDMODE, SHADER_PARAM_TYPE_INTEGER, "0", "mode for combining detail texture with base. 0=normal, 1= additive, 2=alpha blend detail over base, 3=crossfade" )
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SHADER_PARAM( DETAILBLENDFACTOR, SHADER_PARAM_TYPE_FLOAT, "1", "blend amount for detail texture." )
SHADER_PARAM( PHONGEXPONENT, SHADER_PARAM_TYPE_FLOAT, "5.0", "Phong exponent for local specular lights" )
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SHADER_PARAM( PHONGBOOST, SHADER_PARAM_TYPE_FLOAT, "1.0", "Phong overbrightening factor (specular mask channel should be authored to account for this)" )
SHADER_PARAM( BLENDTINTBYBASEALPHA, SHADER_PARAM_TYPE_BOOL, "0", "Use the base alpha to blend in the $color modulation" )
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SHADER_PARAM( DESATURATEWITHBASEALPHA, SHADER_PARAM_TYPE_FLOAT, "0.0", "Use the base alpha to desaturate the base texture. Set to non-zero to enable, value gets multiplied into the alpha channel before desaturating." )
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SHADER_PARAM( ALLOWDIFFUSEMODULATION, SHADER_PARAM_TYPE_BOOL, "1", "Allow per-instance color modulation" )
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// vertexlitgeneric envmap fresnel control
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SHADER_PARAM( ENVMAPFRESNELMINMAXEXP, SHADER_PARAM_TYPE_VEC3, "[0.0 1.0 2.0]", "Min/max fresnel range and exponent for vertexlitgeneric" )
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