Novetus_src/clients/2010L/content/materials/scripts/rustMetal.material

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vertex_program RustVP cg
{
source materials/programs/rust.cgfx
profiles vs_1_1 arbvp1
entry_point NoiseVS
default_params
{
param_named_auto Lamp0Pos light_position 0
param_named_auto Lamp1Pos light_position 1
param_named_auto WorldITXf inverse_transpose_world_matrix
param_named_auto WorldXf world_matrix
param_named_auto ViewIXf inverse_view_matrix
param_named_auto WvpXf worldviewproj_matrix
param_named_auto WorldXf world_matrix
param_named NormMapScale float 0.15
param_named Transform3DNoiseCoordinates float 1
param_named FadeDistance float 200
}
}
fragment_program RustFP cg
{
source materials/programs/rust.cgfx
entry_point mainPSStuds
profiles ps_2_x
default_params
{
param_named_auto AmbiColor ambient_light_colour
param_named_auto Lamp0Color light_diffuse_colour 0
param_named_auto Lamp1Color light_diffuse_colour 1
param_named Contrast float3 0.1 0.1 0.1
param_named Ks float 0.12
param_named SpecExpon float 70
param_named NoiseScale float3 0.02083 0.0693 0.2083
}
}
material Rust_Low
{
technique lod1
{
pass
{
// set ambient and diffuse colors to Lerp(WoodColor1, WoodColor2, MixedColorRatio)
// set specular to Lerp(Ks1, Ks2, MixedColorRatio) SpecExpo
ambient vertexcolour
diffuse vertexcolour
specular 0.12 0.12 0.12 70
// mimic current wood shader limitation
max_lights 2
texture_unit
{
texture_alias Studs
tex_coord_set 0
texture textures/surfacesAlpha.png
colour_op alpha_blend
//ignore alpha from SurfaceAlpha.png. Use fixed alpha. VERY IMPORTANT FOR OFF-SCREEN RENDERING!
alpha_op_ex source1 src_manual src_manual 1 1 1
filtering trilinear
}
}
}
}
material Rust_Med
{
technique LegacyFF_lod0
{
lod_index 0
pass
{
ambient vertexcolour
diffuse vertexcolour
specular 0.12 0.12 0.12 70
// mimic current rust shader limitation
max_lights 2
texture_unit
{
tex_coord_set 1
texture textures/rust_combined.png
filtering trilinear
colour_op alpha_blend
//Rotate(37)*Scale(0.0625)
transform 0.05 0.0376 0 0 -0.0376 0.05 0 0 0 0 0 0.0625 0 0 0 1
filtering trilinear
}
texture_unit
{
texture_alias Studs
tex_coord_set 0
texture textures/surfacesAlpha.png
colour_op alpha_blend
//ignore alpha from SurfaceAlpha.png. Use fixed alpha. VERY IMPORTANT FOR OFF-SCREEN RENDERING!
alpha_op_ex source1 src_manual src_manual 1 1 1
filtering trilinear
}
}
}
}
material Rust_High : Rust_Low
{
lod_distances 320.0
technique Procedural_lod0
{
lod_index 0
pass
{
max_lights 2
vertex_program_ref RustVP
{
}
fragment_program_ref RustFP
{
}
texture_unit
{
texture_alias Studs
tex_coord_set 0
texture textures/SurfacesAlpha.png
filtering trilinear
}
texture_unit
{
tex_coord_set 1
texture textures/noiseL8_32x32x32.dds 3d
filtering trilinear
tex_address_mode wrap wrap wrap
}
texture_unit
{
tex_coord_set 2
texture textures/RustGradient.png
filtering trilinear
tex_address_mode clamp
}
texture_unit
{
tex_coord_set 3
texture textures/Sand_Normal.dds
filtering trilinear
}
}
}
technique lod1
{
lod_index 1
}
}