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o3de/Assets/Engine/Shaders/Particles.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: Particles shader extension used by the editor
// for automatic shader generation (based on "Particles" shader template)
//
////////////////////////////////////////////////////////////////////////////
Version (1.00)
Property
{
Name = %REFRACTION
Mask = 0x4
Property (Refraction)
Description (Use normal-map texture as displacement for refraction)
}
Property
{
Name = %REFRACTION_TINTING
Mask = 0x800
Property (Refraction Tinting)
Description (Use color texture to tint refraction)
}
Property
{
Name = %SCREEN_SPACE_DEFORMATION
Mask = 0x10
Property (Screen space deformation)
Description (Use custom slot map for screen space particles deformation)
DependencyReset = $TEX_Custom
}
Property
{
Name = %DEFORMATION
Mask = 0x20
Property (Deformation)
Description (Use custom slot map for per-particle deformation)
DependencyReset = $TEX_Custom
}
Property
{
Name = %COLOR_LOOKUP
Mask = 0x40
Property (Color lookup)
Description (Use custom slot [1] map for applying color lookup)
DependencyReset = $TEX_CustomSecondary
}
Property
{
Name = %SPECULAR_LIGHTING
Mask = 0x100
Property (Specular Lighting)
Description (Calculate specular lighting in addition to diffuse lighting)
DependencyReset = $TEX_Normals
}
Property
{
Name = %DEPTH_FIXUP
Mask = 0x200
Property (Depth Fixup)
Description (Write depth for depth of field and postprocessing)
}
Property
{
Name = %NORMAL_MAP
Mask = 0x400
Property (Normal map)
Description (Use normal-map texture)
DependencySet = $TEX_Normals
DependencyReset = $TEX_Normals
Hidden
}
Property
{
Name = %GLOW_MAP
Mask = 0x1000
Property (Emissive map)
Description (Use this map to mask the particle emissive intensity)
DependencySet = $TEX_Detail
DependencyReset = $TEX_Detail
Hidden
}