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111 lines
2.6 KiB
Plaintext
111 lines
2.6 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: Hair shader extension used by the editor
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// for automatic shader generation (based on "Hair" 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 = %VERTCOLORS
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Mask = 0x10
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Property (Vertex Colors)
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Description (Use vertex colors)
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}
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Property
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{
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Name = %HAIR_PASS
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Mask = 0x20
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Property (Hair Pass)
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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 = %ANISO_SPECULAR
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Mask = 0x40
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Property (Anisotropic specular)
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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 = %DIRECTION_MAP
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Mask = 0x200
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Property (Direction map)
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Description (Use direction map as separate texture)
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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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Property
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{
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Name = %VIEW_ALIGNED_STRANDS
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Mask = 0x800
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Property (View aligned strands)
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Description (View aligned cards that get extruded from thin quads with texture u-coords 0 and 1)
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}
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Property
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{
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Name = %THIN_HAIR
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Mask = 0x1000
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Property (Thin hair)
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Description (Thin alpha-blended hair)
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}
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Property
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{
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Name = %HAIR_AMBIENT
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Mask = 0x2000
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Property (Ambient cubemap)
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Description (Use (nearest) cubemap specified in environment map slot for ambient lighting)
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DependencyReset = $TEX_EnvCM
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}
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Property
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{
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Name = %ENFORCE_TILED_SHADING
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Mask = 0x4000
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Property (Enforce tiled shading)
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Description (Force hair to be fully affected by tiled shading. This can be expensive for dense hair meshes.)
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}
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Property
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{
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Name = %WIND_BENDING
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Mask = 0x40000000
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Property (Wind bending)
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Description (Gets affected by wind entities. Use extra shader parameters to tweak look.)
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} |