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o3de/Engine/Shaders/HumanSkin.ext

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////////////////////////////////////////////////////////////////////////////
//
// 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