📄 etterrain.material
字号:
material ETTerrainMaterial
{
technique
{
// primary splatting technique, requires PS 2.0
// has issues with OpenGL rendering, though...
pass
{
// splatting pass
lighting off
vertex_program_ref ET/Programs/VSLodMorph2
{
}
fragment_program_ref ET/Programs/PSSplat2
{
param_named splatScaleX float 20
param_named splatScaleZ float 20
}
texture_unit
{
// first coverage map, dynamically managed
texture ETSplatting0
}
texture_unit
{
// second coverage map, dynamically managed
texture ETSplatting1
}
// splatting textures
texture_unit
{
texture splatting0.png
}
texture_unit
{
texture splatting1.png
}
texture_unit
{
texture splatting2.png
}
texture_unit
{
texture splatting3.png
}
texture_unit
{
texture splatting4.png
}
texture_unit
{
texture splatting5.png
}
}
pass
{
// lightmap texture pass
scene_blend modulate
vertex_program_ref ET/Programs/VSLodMorph2
{
}
fragment_program_ref ET/Programs/PSLighting
{
}
texture_unit
{
// dynamically created
texture ETLightmap
}
}
}
technique
{
// fallback technique for ps 1.1
pass
{
// first splatting pass
lighting off
vertex_program_ref ET/Programs/VSLodMorph
{
param_named splatScaleX float 20
param_named splatScaleZ float 20
}
fragment_program_ref ET/Programs/PSSplat
{
}
texture_unit
{
// will be dynamically generated by the splatting manager
texture ETSplatting0
}
texture_unit
{
texture splatting0.png
}
texture_unit
{
texture splatting1.png
}
texture_unit
{
texture splatting2.png
}
}
pass
{
// second splatting pass
lighting off
scene_blend add
vertex_program_ref ET/Programs/VSLodMorph
{
param_named splatScaleX float 20
param_named splatScaleZ float 20
}
fragment_program_ref ET/Programs/PSSplat
{
}
texture_unit
{
// will be dynamically generated by the splatting manager
texture ETSplatting1
}
texture_unit
{
texture splatting3.png
}
texture_unit
{
texture splatting4.png
}
texture_unit
{
texture splatting5.png
}
}
pass
{
// lightmap texture pass
scene_blend modulate
vertex_program_ref ET/Programs/VSLodMorph
{
param_named splatScaleX float 20
param_named splatScaleZ float 20
param_named_auto morphFactor custom 77
}
fragment_program_ref ET/Programs/PSLighting
{
}
texture_unit
{
// dynamically created
texture ETLightmap
}
}
}
}
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -