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// NOTE: Doesn't support OpenGL1
MaterialDef PBR AfflictedTerrain_33 {
MaterialParameters {
Float NormalType : -1.0
Boolean UseVertexColorsAsSunIntensity
Float StaticSunIntensity
Vector4 ProbeColor
Boolean BrightenIndoorShadows
// Use alpha channel of normal texture for parallax mapping;
Boolean parallaxMapping
Float ParallaxHeight : 0.005
// The emissive color of the object
Color Emissive
// the emissive power
Float EmissivePower : 3.5
// the emissive intensity
Float EmissiveIntensity : 2.3
// Specular/gloss map
Texture2D MetallicMap -LINEAR
// Set to Use Lightmap
Texture2D LightMap
Int PlaguedMapScale : 8
Texture2D AfflictionTexture
Texture2D PlaguedAlbedoMap -LINEAR
Texture2D PlaguedNormalMap -LINEAR
Texture2D PlaguedRoughnessMetallicMap -LINEAR
Float TileWidth : 0
Vector3 TileLocation
Int AfflictionMode_0
Int AfflictionMode_1
Int AfflictionMode_2
Int AfflictionMode_3
Int AfflictionMode_4
Int AfflictionMode_5
Int AfflictionMode_6
Int AfflictionMode_7
Int AfflictionMode_8
Int AfflictionMode_9
Int AfflictionMode_10
Int AfflictionMode_11
Float Roughness_0 : 0.0
Float Roughness_1 : 0.0
Float Roughness_2 : 0.0
Float Roughness_3 : 0.0
Float Roughness_4 : 0.0
Float Roughness_5 : 0.0
Float Roughness_6 : 0.0
Float Roughness_7 : 0.0
Float Roughness_8 : 0.0
Float Roughness_9 : 0.0
Float Roughness_10 : 0.0
Float Roughness_11 : 0.0
Float Metallic_0 : 0.0
Float Metallic_1 : 0.0
Float Metallic_2 : 0.0
Float Metallic_3 : 0.0
Float Metallic_4 : 0.0
Float Metallic_5 : 0.0
Float Metallic_6 : 0.0
Float Metallic_7 : 0.0
Float Metallic_8 : 0.0
Float Metallic_9 : 0.0
Float Metallic_10 : 0.0
Float Metallic_11 : 0.0
// use tri-planar mapping
Boolean useTriPlanarMapping
// Use ward specular instead of phong
Boolean WardIso
// Albedo color
Color Albedo
// Texture map #0
Texture2D AlbedoMap_0
Float AlbedoMap_0_scale
Texture2D NormalMap_0 -LINEAR
// Texture map #1
Texture2D AlbedoMap_1
Float AlbedoMap_1_scale
Texture2D NormalMap_1 -LINEAR
// Texture map #2
Texture2D AlbedoMap_2
Float AlbedoMap_2_scale
Texture2D NormalMap_2 -LINEAR
// Texture map #3
Texture2D AlbedoMap_3
Float AlbedoMap_3_scale
Texture2D NormalMap_3 -LINEAR
// Texture map #4
Texture2D AlbedoMap_4
Float AlbedoMap_4_scale
Texture2D NormalMap_4 -LINEAR
// Texture map #5
Texture2D AlbedoMap_5
Float AlbedoMap_5_scale
Texture2D NormalMap_5 -LINEAR
// Texture map #6
Texture2D AlbedoMap_6
Float AlbedoMap_6_scale
Texture2D NormalMap_6 -LINEAR
// Texture map #7
Texture2D AlbedoMap_7
Float AlbedoMap_7_scale
Texture2D NormalMap_7 -LINEAR
// Texture map #8
Texture2D AlbedoMap_8
Float AlbedoMap_8_scale
Texture2D NormalMap_8 -LINEAR
// Texture map #9
Texture2D AlbedoMap_9
Float AlbedoMap_9_scale
Texture2D NormalMap_9 -LINEAR
// Texture map #10
Texture2D AlbedoMap_10
Float AlbedoMap_10_scale
Texture2D NormalMap_10 -LINEAR
// Texture map #11
Texture2D AlbedoMap_11
Float AlbedoMap_11_scale
Texture2D NormalMap_11 -LINEAR
// Texture that specifies alpha values
Texture2D AlphaMap -LINEAR
Texture2D AlphaMap_1 -LINEAR
Texture2D AlphaMap_2 -LINEAR
// For Spec gloss pipeline
Boolean UseSpecGloss
Texture2D SpecularMap
Texture2D GlossinessMap
Texture2D SpecularGlossinessMap
Color Specular : 1.0 1.0 1.0 1.0
Float Glossiness : 1.0
Vector4 ProbeData
// Prefiltered Env Map for indirect specular lighting
TextureCubeMap PrefEnvMap -LINEAR
// Irradiance map for indirect diffuse lighting
TextureCubeMap IrradianceMap -LINEAR
//integrate BRDF map for indirect Lighting
Texture2D IntegrateBRDF -LINEAR
// Parallax/height map
Texture2D ParallaxMap -LINEAR
//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
// Set to Use Lightmap
Texture2D LightMap
// Set to use TexCoord2 for the lightmap sampling
Boolean SeparateTexCoord
// the light map is a gray scale ao map, on ly the r channel will be read.
Boolean LightMapAsAOMap
//shadows
Int FilterMode
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
Float PCFEdge
Float ShadowMapSize
// For hardware skinning
Int NumberOfBones
Matrix4Array BoneMatrices
//For instancing
Boolean UseInstancing
//For Vertex Color
Boolean UseVertexColor
Boolean BackfaceShadows : false
}
Technique {
LightMode SinglePassAndImageBased
VertexShader GLSL150: MatDefs/vert/AfflictedPBRTerrain.vert
FragmentShader GLSL150: MatDefs/frag/AfflictedPBRTerrain_33.frag
WorldParameters {
WorldViewProjectionMatrix
CameraPosition
WorldMatrix
WorldNormalMatrix
ViewProjectionMatrix
ViewMatrix
Time
}
Defines {
PARALLAXMAPPING : parallaxMapping
EMISSIVEMAP : EmissiveMap
SPECGLOSSPIPELINE : SpecularMap
TILELOCATION : TileLocation
AFFLICTIONTEXTURE : AfflictionTexture
PLAGUEDALBEDOMAP: PlaguedAlbedoMap
PLAGUEDNORMALMAP : PlaguedNormalMap
PLAGUEDROUGHNESSMETALLICMAP : PlaguedRoughnessMetallicMap
PROBE_COLOR : ProbeColor
USE_VERTEX_COLORS_AS_SUN_INTENSITY : UseVertexColorsAsSunIntensity
STATIC_SUN_INTENSITY : StaticSunIntensity
BRIGHTEN_INDOOR_SHADOWS : BrightenIndoorShadows
ALIVE_0 : Alive_0
ALIVE_1 : Alive_1
ALIVE_2 : Alive_2
ALIVE_3 : Alive_3
ALIVE_4 : Alive_4
ALIVE_5 : Alive_5
ALIVE_6 : Alive_6
ALIVE_7 : Alive_7
ALIVE_8 : Alive_8
ALIVE_9 : Alive_9
ALIVE_10 : Alive_10
ALIVE_11 : Alive_11
NORMAL_TYPE: NormalType
TRI_PLANAR_MAPPING : useTriPlanarMapping
ALBEDOMAP_0 : AlbedoMap_0
ALBEDOMAP_1 : AlbedoMap_1
ALBEDOMAP_2 : AlbedoMap_2
ALBEDOMAP_3 : AlbedoMap_3
ALBEDOMAP_4 : AlbedoMap_4
ALBEDOMAP_5 : AlbedoMap_5
ALBEDOMAP_6 : AlbedoMap_6
ALBEDOMAP_7 : AlbedoMap_7
ALBEDOMAP_8 : AlbedoMap_8
ALBEDOMAP_9 : AlbedoMap_9
ALBEDOMAP_10 : AlbedoMap_10
ALBEDOMAP_11 : AlbedoMap_11
NORMALMAP_0 : NormalMap_0
NORMALMAP_1 : NormalMap_1
NORMALMAP_2 : NormalMap_2
NORMALMAP_3 : NormalMap_3
NORMALMAP_4 : NormalMap_4
NORMALMAP_5 : NormalMap_5
NORMALMAP_6 : NormalMap_6
NORMALMAP_7 : NormalMap_7
NORMALMAP_8 : NormalMap_8
NORMALMAP_9 : NormalMap_9
NORMALMAP_10 : NormalMap_10
NORMALMAP_11 : NormalMap_11
SPECULARMAP : SpecularMap
ALPHAMAP : AlphaMap
ALPHAMAP_1 : AlphaMap_1
ALPHAMAP_2 : AlphaMap_2
ALBEDOMAP_0_SCALE : AlbedoMap_0_scale
ALBEDOMAP_1_SCALE : AlbedoMap_1_scale
ALBEDOMAP_2_SCALE : AlbedoMap_2_scale
ALBEDOMAP_3_SCALE : AlbedoMap_3_scale
ALBEDOMAP_4_SCALE : AlbedoMap_4_scale
ALBEDOMAP_5_SCALE : AlbedoMap_5_scale
ALBEDOMAP_6_SCALE : AlbedoMap_6_scale
ALBEDOMAP_7_SCALE : AlbedoMap_7_scale
ALBEDOMAP_8_SCALE : AlbedoMap_8_scale
ALBEDOMAP_9_SCALE : AlbedoMap_9_scale
ALBEDOMAP_10_SCALE : AlbedoMap_10_scale
ALBEDOMAP_11_SCALE : AlbedoMap_11_scale
}
}
}
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