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o3de/Engine/Shaders/Hair.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: Hair shader extension used by the editor
// for automatic shader generation (based on "Hair" 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 = %VERTCOLORS
Mask = 0x10
Property (Vertex Colors)
Description (Use vertex colors)
}
Property
{
Name = %HAIR_PASS
Mask = 0x20
Property (Hair Pass)
DependencySet = $UserEnabled
Hidden
}
Property
{
Name = %ANISO_SPECULAR
Mask = 0x40
Property (Anisotropic specular)
DependencySet = $UserEnabled
Hidden
}
Property
{
Name = %DIRECTION_MAP
Mask = 0x200
Property (Direction map)
Description (Use direction map as separate texture)
DependencySet = $TEX_Detail
DependencyReset = $TEX_Detail
Hidden
}
Property
{
Name = %VIEW_ALIGNED_STRANDS
Mask = 0x800
Property (View aligned strands)
Description (View aligned cards that get extruded from thin quads with texture u-coords 0 and 1)
}
Property
{
Name = %THIN_HAIR
Mask = 0x1000
Property (Thin hair)
Description (Thin alpha-blended hair)
}
Property
{
Name = %HAIR_AMBIENT
Mask = 0x2000
Property (Ambient cubemap)
Description (Use (nearest) cubemap specified in environment map slot for ambient lighting)
DependencyReset = $TEX_EnvCM
}
Property
{
Name = %ENFORCE_TILED_SHADING
Mask = 0x4000
Property (Enforce tiled shading)
Description (Force hair to be fully affected by tiled shading. This can be expensive for dense hair meshes.)
}
Property
{
Name = %WIND_BENDING
Mask = 0x40000000
Property (Wind bending)
Description (Gets affected by wind entities. Use extra shader parameters to tweak look.)
}