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244 lines
5.8 KiB
Plaintext
244 lines
5.8 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: Illumination shader extension used by the editor
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// for automatic shader generation (based on "Illumination" 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 = %SPECULAR_MAP
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Mask = 0x10
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Property (Specular map)
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Description (Use specular map as separate texture)
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DependencySet = $TEX_Specular
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DependencyReset = $TEX_Specular
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Hidden
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}
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Property
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{
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Name = %DETAIL_MAPPING
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Mask = 0x4000
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Property (Detail mapping)
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Description (Enables Detail Map texture to increase surface detail. Requires Detail map before enabling.)
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DependencyReset = $TEX_Detail
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}
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Property
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{
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Name = %DETAIL_MAPPING_UV_SET_2
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Mask = 0x8000
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Property (Use uv set 2 for detail map)
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Description (Detail map will be applied to second UV set on mesh)
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}
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Property
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{
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Name = %OFFSET_BUMP_MAPPING
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Mask = 0x20000
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Property (Offset bump mapping)
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Description (Simulates surface bump detail. Used in place of POM for lower spec configs. Requires height and normal maps before enabling.)
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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 = %FX_DISSOLVE
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Mask = 0x20
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Property (Dissolve FX)
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Description (Enables the use of an animated dissolve effect on the material)
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}
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Property
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{
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Name = %VERTCOLORS
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Mask = 0x400000
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Property (Vertex Colors)
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Description (Enables the use of vertex colors added to the mesh in the DCC tool)
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}
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Property
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{
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Name = %DECAL
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Mask = 0x2000000
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Property (Decal)
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Description (Enables the decal opacity map and used to prevent flickering and z-fighting)
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}
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Property
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{
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Name = %PARALLAX_OCCLUSION_MAPPING
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Mask = 0x8000000
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Property (Parallax occlusion mapping)
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Description (Simulates surface depth by parallaxing bump detail from camera view. Requires height and normal maps before enabling.)
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DependencyReset = $TEX_Normals
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}
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#ifdef FEATURE_MESH_TESSELLATION
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Property
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{
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Name = %DISPLACEMENT_MAPPING
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Mask = 0x10000000
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Property (Displacement mapping)
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Description (Displaces the vertices on the mesh to add depth. Requires height and normal maps before enabling.)
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//DependencySet = $TEX_Height
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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 = %PHONG_TESSELLATION
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Mask = 0x20000000
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Property (Phong tessellation)
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Description (Tesselates geometry for smoother faces and displacement. Can suffer from inflation.)
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}
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Property
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{
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Name = %PN_TESSELLATION
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Mask = 0x40000000
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Property (PN triangles tessellation)
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Description (Best geometry tesselation for smoother faces and displacement at the cost of perfornmance)
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}
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#endif
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Property
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{
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Name = %BLENDLAYER
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Mask = 0x100
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Property (Blendlayer)
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Description (Enables a second set of texture inputs and mask to be used for a layered material)
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}
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Property
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{
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Name = %BLENDLAYER_UV_SET_2
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Mask = 0x200
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Property (Use uv set 2 for blendlayer maps)
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Description (Second blend layer maps will be applied to second UV set on mesh)
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}
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Property
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{
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Name = %EMITTANCE_MAP
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Mask = 0x400
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Property (Emittance Map)
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Description (Use emittance map texture)
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DependencySet = $TEX_Emittance
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DependencyReset = $TEX_Emittance
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Hidden
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}
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Property
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{
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Name = %EMITTANCE_MAP_UV_SET_2
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Mask = 0x800
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Property (Use uv set 2 for emittance map)
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Description (Emittance map will be applied to second UV set on mesh)
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}
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Property
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{
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Name = %ALPHAMASK_DETAILMAP
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Mask = 0x800000
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Property (DetailMap mask in Diffuse alpha)
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Description (Enables the diffuse map alpha to mask the detail map)
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}
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Property
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{
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Name = %SILHOUETTE_PARALLAX_OCCLUSION_MAPPING
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Mask = 0x10000
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Property (Silhouette POM)
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Description (Simulates surface depth by parallaxing bump detail and adds silhouette displacement to the mesh edge. Requires height and normal maps before enabling.)
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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 = %ALLOW_SILHOUETTE_POM
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Mask = 0x40000
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DependencySet = $HW_SilhouettePom
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DependencyReset = $HW_SilhouettePom
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Hidden
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}
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Property
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{
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Name = %SUBSURFACE_SCATTERING
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Mask = 0x80000
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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 = %DEPTH_FIXUP
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Mask = 0x4000000
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Property (Depth Fixup)
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Description (Enables to write and control depth for post-processing like depth of field)
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}
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Property
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{
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Name = %SAA_FILTERING
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Mask = 0x80000000
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Property (Specular Antialiasing)
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Description (Reduces antialiasing on bright specular meshes)
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}
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Property
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{
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Name = %ALLOW_SPECULAR_ANTIALIASING
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Mask = 0x200000000
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DependencySet = $HW_SpecularAntialiasing
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DependencyReset = $HW_SpecularAntialiasing
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Hidden
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}
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Property
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{
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Name = %OCCLUSION_MAP
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Mask = 0x40
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Property (Occlusion Map)
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Description (Adds an additional texture slot for ambient occlusion)
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}
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Property
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{
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Name = %APPLY_FORWARD_DYNAMIC_LIGHTING
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Mask = 0x400000000
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Property(Dynamic Lighting for Transparency)
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Description(Adds a full forward lighting pass for transparent objects - less performant)
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}
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