📄 offsetmapping.material
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// Bump map with Parallax offset vertex program, support for this is required
vertex_program Examples/OffsetMappingVP cg
{
source OffsetMapping.cg
entry_point main_vp
profiles vs_1_1 arbvp1
}
// Bump map with parallax fragment program
fragment_program Examples/OffsetMappingFP cg
{
source OffsetMapping.cg
entry_point main_fp
profiles ps_2_0 arbfp1
}
// Bump map with parallax fragment program
fragment_program Examples/OffsetMappingPS asm
{
source OffsetMapping_specular.asm
// sorry, only for ps_1_4 and above:)
syntax ps_1_4
}
material Examples/OffsetMapping/Specular
{
// This is the preferred technique which uses both vertex and
// fragment programs, supports coloured lights
technique
{
// do the lighting and bump mapping with parallax pass
// NB we don't do decal texture here because this is repeated per light
pass
{
// Vertex program reference
vertex_program_ref Examples/OffsetMappingVP
{
param_named_auto lightPosition light_position_object_space 0
param_named_auto eyePosition camera_position_object_space
param_named_auto worldViewProj worldviewproj_matrix
}
// Fragment program
fragment_program_ref Examples/OffsetMappingFP
{
param_named_auto lightDiffuse light_diffuse_colour 0
param_named_auto lightSpecular light_specular_colour 0
// Parallax Height scale and bias
param_named scaleBias float4 0.04 -0.02 1 0
}
// Normal + height(alpha) map
texture_unit
{
texture rockwall_NH.tga
tex_coord_set 0
}
// Base diffuse texture map
texture_unit
{
texture rockwall.tga
tex_coord_set 1
}
}
}
// This is the preferred technique which uses both vertex and
// fragment programs, supports coloured lights
technique
{
// do the lighting and bump mapping with parallax pass
// NB we don't do decal texture here because this is repeated per light
pass
{
// Vertex program reference
vertex_program_ref Examples/OffsetMappingVP
{
param_named_auto lightPosition light_position_object_space 0
param_named_auto eyePosition camera_position_object_space
param_named_auto worldViewProj worldviewproj_matrix
}
// Fragment program
fragment_program_ref Examples/OffsetMappingPS
{
param_indexed_auto 0 light_diffuse_colour 0
param_indexed_auto 1 light_specular_colour 0
// Parallax Height scale and bias
param_indexed 2 float4 0.04 -0.02 1 0
}
// Normal + height(alpha) map
texture_unit
{
texture rockwall_NH.tga
tex_coord_set 0
}
// Base diffuse texture map
texture_unit
{
texture rockwall.tga
tex_coord_set 1
}
}
}
}
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