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103 lines
2.5 KiB
Plaintext
103 lines
2.5 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: Particles shader extension used by the editor
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// for automatic shader generation (based on "Particles" shader template)
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//
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////////////////////////////////////////////////////////////////////////////
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Version (1.00)
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Property
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{
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Name = %REFRACTION
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Mask = 0x4
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Property (Refraction)
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Description (Use normal-map texture as displacement for refraction)
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}
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Property
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{
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Name = %REFRACTION_TINTING
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Mask = 0x800
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Property (Refraction Tinting)
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Description (Use color texture to tint refraction)
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}
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Property
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{
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Name = %SCREEN_SPACE_DEFORMATION
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Mask = 0x10
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Property (Screen space deformation)
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Description (Use custom slot map for screen space particles deformation)
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DependencyReset = $TEX_Custom
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}
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Property
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{
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Name = %DEFORMATION
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Mask = 0x20
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Property (Deformation)
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Description (Use custom slot map for per-particle deformation)
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DependencyReset = $TEX_Custom
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}
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Property
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{
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Name = %COLOR_LOOKUP
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Mask = 0x40
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Property (Color lookup)
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Description (Use custom slot [1] map for applying color lookup)
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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 = %SPECULAR_LIGHTING
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Mask = 0x100
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Property (Specular Lighting)
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Description (Calculate specular lighting in addition to diffuse lighting)
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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 = %DEPTH_FIXUP
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Mask = 0x200
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Property (Depth Fixup)
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Description (Write depth for depth of field and postprocessing)
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}
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Property
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{
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Name = %NORMAL_MAP
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Mask = 0x400
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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 = %GLOW_MAP
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Mask = 0x1000
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Property (Emissive map)
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Description (Use this map to mask the particle emissive intensity)
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DependencySet = $TEX_Detail
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DependencyReset = $TEX_Detail
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Hidden
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}
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