//////////////////////////////////////////////////////////////////////////// // // 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: Skin shader extension used by the editor // for automatic shader generation (based on "Skin" 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 = %SPECULAR_MAP Mask = 0x2 Property (Specular map) Description (Use specular map as separate texture) DependencySet = $TEX_Specular DependencyReset = $TEX_Specular Hidden } Property { Name = %WRINKLE_BLENDING Mask = 0x200 Property (Wrinkle blending) Description (Use subsurface map alpha for wrinkle blending) DependencyReset = $TEX_Custom DependencyReset = $TEX_CustomSecondary } Property { Name = %TEMP_SKIN Mask = 0x1000 DependencySet = $UserEnabled Hidden } Property { Name = %DECAL_MAP Mask = 0x2000 Property (Decal map) Description (Use a decal map which is blended on top of the diffuse map) } Property { Name = %DETAIL_MAPPING Mask = 0x20000 Property (Detail normal-map) Description (Tiled detail normal-map for pores and tiny details (_ddn)) } Property { Name = %SUBSURFACE_SCATTERING_MASK Mask = 0x40000 Property (Subsurface Scattering Mask) Description (Use diffuse map alpha as subsurface scattering amount multiplier) } #ifdef FEATURE_MESH_TESSELLATION Property { Name = %DISPLACEMENT_MAPPING Mask = 0x10000000 Property (Displacement mapping) Description (Use displacement mapping (requires height map (_displ))) //DependencySet = $TEX_Height DependencyReset = $TEX_Normals } Property { Name = %PHONG_TESSELLATION Mask = 0x20000000 Property (Phong tessellation) Description (Use rough approximation of smooth surface subdivision) } Property { Name = %PN_TESSELLATION Mask = 0x40000000 Property (PN triangles tessellation) Description (Use rough approximation of smooth surface subdivision) } #endif