//////////////////////////////////////////////////////////////////////////// // // All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or // its licensors. // // For complete copyright and license terms please see the LICENSE at the root of this // distribution (the "License"). All use of this software is governed by the License, // or, if provided, by the license below or the license accompanying this file. Do not // remove or modify any license notices. This file is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // // Original file Copyright Crytek GMBH or its affiliates, used under license. // // Description: Particles shader extension used by the editor // for automatic shader generation (based on "Particles" shader template) // //////////////////////////////////////////////////////////////////////////// Version (1.00) Property { Name = %REFRACTION Mask = 0x4 Property (Refraction) Description (Use normal-map texture as displacement for refraction) } Property { Name = %REFRACTION_TINTING Mask = 0x800 Property (Refraction Tinting) Description (Use color texture to tint refraction) } Property { Name = %SCREEN_SPACE_DEFORMATION Mask = 0x10 Property (Screen space deformation) Description (Use custom slot map for screen space particles deformation) DependencyReset = $TEX_Custom } Property { Name = %DEFORMATION Mask = 0x20 Property (Deformation) Description (Use custom slot map for per-particle deformation) DependencyReset = $TEX_Custom } Property { Name = %COLOR_LOOKUP Mask = 0x40 Property (Color lookup) Description (Use custom slot [1] map for applying color lookup) DependencyReset = $TEX_CustomSecondary } Property { Name = %SPECULAR_LIGHTING Mask = 0x100 Property (Specular Lighting) Description (Calculate specular lighting in addition to diffuse lighting) DependencyReset = $TEX_Normals } Property { Name = %DEPTH_FIXUP Mask = 0x200 Property (Depth Fixup) Description (Write depth for depth of field and postprocessing) } Property { Name = %NORMAL_MAP Mask = 0x400 Property (Normal map) Description (Use normal-map texture) DependencySet = $TEX_Normals DependencyReset = $TEX_Normals Hidden } Property { Name = %GLOW_MAP Mask = 0x1000 Property (Emissive map) Description (Use this map to mask the particle emissive intensity) DependencySet = $TEX_Detail DependencyReset = $TEX_Detail Hidden }