//////////////////////////////////////////////////////////////////////////// // // 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: Hair shader extension used by the editor // for automatic shader generation (based on "Hair" shader template) // //////////////////////////////////////////////////////////////////////////// Version (1.00) UsesCommonGlobalFlags Property { Name = %NORMAL_MAP Mask = 0x1 Property (Normal map) Description (Use normal-map texture) DependencySet = $TEX_Normals DependencyReset = $TEX_Normals Hidden } Property { Name = %VERTCOLORS Mask = 0x10 Property (Vertex Colors) Description (Use vertex colors) } Property { Name = %HAIR_PASS Mask = 0x20 Property (Hair Pass) DependencySet = $UserEnabled Hidden } Property { Name = %ANISO_SPECULAR Mask = 0x40 Property (Anisotropic specular) DependencySet = $UserEnabled Hidden } Property { Name = %DIRECTION_MAP Mask = 0x200 Property (Direction map) Description (Use direction map as separate texture) DependencySet = $TEX_Detail DependencyReset = $TEX_Detail Hidden } Property { Name = %VIEW_ALIGNED_STRANDS Mask = 0x800 Property (View aligned strands) Description (View aligned cards that get extruded from thin quads with texture u-coords 0 and 1) } Property { Name = %THIN_HAIR Mask = 0x1000 Property (Thin hair) Description (Thin alpha-blended hair) } Property { Name = %HAIR_AMBIENT Mask = 0x2000 Property (Ambient cubemap) Description (Use (nearest) cubemap specified in environment map slot for ambient lighting) DependencyReset = $TEX_EnvCM } Property { Name = %ENFORCE_TILED_SHADING Mask = 0x4000 Property (Enforce tiled shading) Description (Force hair to be fully affected by tiled shading. This can be expensive for dense hair meshes.) } Property { Name = %WIND_BENDING Mask = 0x40000000 Property (Wind bending) Description (Gets affected by wind entities. Use extra shader parameters to tweak look.) }