//////////////////////////////////////////////////////////////////////////// // // 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: Vegetation extension used by the editor // for automatic shader generation (based on "Vegetation" 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 = 0x10 Property (Specular map) Description (Use specular map as separate texture) DependencySet = $TEX_Specular DependencyReset = $TEX_Specular Hidden } Property { Name = %LEAVES Mask = 0x100 Property (Leaves) Description (Activate for leaves only ! Use leaf shading and leaves animation) } Property { Name = %GRASS Mask = 0x2000 Property (Grass) Description (Activate for grass only ! Use simple grass rendering) } Property { Name = %SPEEDTREE_BILLBOARD Mask = 0x40000 Property (SpeedTree billboard) Description (Activate for SpeedTree billboards only! Enables removal of non-camera-facing geometry from the billboard mesh) } Property { Name = %DETAIL_BENDING Mask = 0x10000 Property (Detail bending) Description (Activate for leaves and grass only. Make sure to paint required vertex colors also) } Property { Name = %DETAIL_MAPPING Mask = 0x20000 Property (Detail mapping) Description (Use detail mapping) DependencyReset = $TEX_Detail } Property { Name = %BLENDLAYER Mask = 0x80000 Property (Blendlayer) Description (Normal-mapped diffuse layer blended on top of base material) } Property { Name = %VERTCOLORS Mask = 0x100000 DependencySet = $UserEnabled Hidden } Property { Name = %TEMP_VEGETATION Mask = 0x8000000 DependencySet = $UserEnabled Hidden } #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