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Committed AO Scandiv_formation textures & material.
This was SVN commit r12330.
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66d026a498
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4 changed files with 56 additions and 3 deletions
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@ -16,8 +16,9 @@
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<texture file="gaia/stone_scandiv_template.png" name="baseTex"/>
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<texture file="gaia/stone_scandiv_template_norm.png" name="normTex"/>
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<texture file="gaia/stone_scandiv_template_spec.png" name="specTex"/>
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<texture file="gaia/stone_scandiv_template_ao.png" name="aoTex"/>
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</textures>
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</variant>
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</group>
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<material>rock_bump_spec_test.xml</material>
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<material>rock_bump_spec_ao_test.xml</material>
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</actor>
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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_ao_spec.xml" quality="8"/>
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<define name="USE_PLAYERCOLOR" value="0"/>
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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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<!-- 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="0"/>
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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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Fourth value: AO amount. -->
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<uniform name="effectSettings" value="5.0 50.0 0.0075 0.85"/>
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</material>
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@ -1,3 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:843c8e6bf816e86368b383fd5ddf5d24f8e20d5db9e3fb341d5ef1804c77509b
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size 194684
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oid sha256:cd22dd394113e1b9b32e1c978e3f1774f5e0de21e49d817ea316b6a78165f432
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size 249775
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@ -0,0 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:7af0c2e3fa9ce524d0e190ab5e94d810eb3928d6af1dc51ec930cae00da4e2d6
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size 581686
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