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116 lines
2.7 KiB
Plaintext
116 lines
2.7 KiB
Plaintext
////////////////////////////////////////////////////////////////////////////
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//
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// All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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// its licensors.
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//
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// For complete copyright and license terms please see the LICENSE at the root of this
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// distribution (the "License"). All use of this software is governed by the License,
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// or, if provided, by the license below or the license accompanying this file. Do not
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// remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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//
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// Original file Copyright Crytek GMBH or its affiliates, used under license.
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//
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// Description: Skin shader extension used by the editor
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// for automatic shader generation (based on "Skin" shader template)
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//
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////////////////////////////////////////////////////////////////////////////
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Version (1.00)
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UsesCommonGlobalFlags
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Property
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{
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Name = %NORMAL_MAP
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Mask = 0x1
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Property (Normal map)
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Description (Use normal-map texture)
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DependencySet = $TEX_Normals
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DependencyReset = $TEX_Normals
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Hidden
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}
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Property
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{
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Name = %SPECULAR_MAP
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Mask = 0x2
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Property (Specular map)
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Description (Use specular map as separate texture)
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DependencySet = $TEX_Specular
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DependencyReset = $TEX_Specular
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Hidden
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}
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Property
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{
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Name = %WRINKLE_BLENDING
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Mask = 0x200
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Property (Wrinkle blending)
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Description (Use subsurface map alpha for wrinkle blending)
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DependencyReset = $TEX_Custom
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DependencyReset = $TEX_CustomSecondary
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}
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Property
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{
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Name = %TEMP_SKIN
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Mask = 0x1000
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DependencySet = $UserEnabled
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Hidden
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}
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Property
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{
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Name = %DECAL_MAP
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Mask = 0x2000
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Property (Decal map)
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Description (Use a decal map which is blended on top of the diffuse map)
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}
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Property
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{
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Name = %DETAIL_MAPPING
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Mask = 0x20000
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Property (Detail normal-map)
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Description (Tiled detail normal-map for pores and tiny details (_ddn))
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}
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Property
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{
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Name = %SUBSURFACE_SCATTERING_MASK
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Mask = 0x40000
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Property (Subsurface Scattering Mask)
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Description (Use diffuse map alpha as subsurface scattering amount multiplier)
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}
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#ifdef FEATURE_MESH_TESSELLATION
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Property
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{
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Name = %DISPLACEMENT_MAPPING
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Mask = 0x10000000
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Property (Displacement mapping)
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Description (Use displacement mapping (requires height map (_displ)))
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//DependencySet = $TEX_Height
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DependencyReset = $TEX_Normals
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}
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Property
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{
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Name = %PHONG_TESSELLATION
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Mask = 0x20000000
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Property (Phong tessellation)
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Description (Use rough approximation of smooth surface subdivision)
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}
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Property
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{
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Name = %PN_TESSELLATION
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Mask = 0x40000000
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Property (PN triangles tessellation)
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Description (Use rough approximation of smooth surface subdivision)
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}
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#endif |