📄 iplsm_splatting3.material
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// This material will be used with splatting
// splatting with interpolate
// detail texture with dot3
material IPLSM_Splatting3
{
lod_distances 700
technique
{
lod_index 0
pass
{
// Base splatting using interpolate
// only three input texture allowed.
lighting off
texture_unit
{
texture splatting_grass_real.png
tex_address_mode mirror
colour_op replace
scale 0.01 0.01
}
texture_unit
{
texture splatting_sand_real.png
colour_op_ex blend_diffuse_alpha src_current src_texture
tex_address_mode mirror
scale 0.01 0.01
}
texture_unit
{
texture splatting_rock_real.png
tex_address_mode mirror
colour_op_ex blend_diffuse_alpha src_current src_texture
scale 0.01 0.01
}
texture_unit
{
// Light Texture loaded at runtime
texture none
tex_address_mode clamp
colour_op_ex modulate_x2 src_current src_texture
}
}
//pass
//{
// Detail textures
// ambient 1.0 1.0 1.0
// diffuse 1.0 1.0 1.0
// scene_blend alpha_blend
// depth_func equal
// texture_unit
// {
// three detail textures in a rgb map
// texture none
// tex_address_mode mirror
// colour_op modulate
// alpha_rejection greater_equal 2
// }
//}
}
technique
{
lod_index 1
pass
{
lighting off
texture_unit
{
// Base Texture
texture none
tex_address_mode clamp
}
texture_unit
{
// Light Texture loaded at runtime
texture none
tex_address_mode clamp
//colour_op_ex modulate_x2 src_current src_texture
colour_op modulate
}
}
}
}
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