DragonNest/Tools/Shaders/MaterialColor.fxh
Cussrro 243fadee1d 1
2024-12-26 14:04:28 +08:00

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2.7 KiB
HLSL

float4 g_MaterialAmbient : MATERIALAMBIENT
<
string UIName = "Ambient Material";
> = { 0.682f, 0.682f, 0.682f, 1.0f};
float4 g_MaterialDiffuse : MATERIALDIFFUSE
<
string UIName = "Diffuse Material";
> = { 0.682f, 0.682f, 0.682f, 1.0f};
#ifdef _USE_DIFFUSE_
texture2D g_DiffuseTex : DIFFUSETEXTURE
<
string UIName = "Diffuse Texture";
>;
sampler2D g_DiffuseSampler = sampler_state
{
texture = < g_DiffuseTex >;
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
};
float g_AlphaRef : ALPHAREF;
#endif
#ifdef _USE_DIFFUSE_VOLUME_
texture3D g_DiffuseVolumeTex : DIFFUSEVOLUMETEXTURE
<
string UIName = "Diffuse Volume Texture";
>;
sampler3D g_DiffuseVolumeSampler = sampler_state
{
texture = < g_DiffuseVolumeTex >;
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
};
float g_AlphaRef : ALPHAREF;
#endif
#ifdef _USE_SPECULAR_
float g_SpecPower : SPECULARPOWER
<
string UIName = "Specular Power";
float UIMin = 1.0;
float UIMax = 128.0;
float UIStep = 1.0;
> = 15.0;
float4 g_MaterialSpecular : MATERIALSPECULAR
<
string UIName = "Specular Material";
> = { 1.0f, 1.0f, 1.0f, 1.0f};
texture2D g_SpecularTex : SPECULARTEXTURE
<
string UIName = "Specular Texture";
>;
sampler2D g_SpecularSampler = sampler_state
{
texture = < g_SpecularTex >;
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
};
#endif
#ifdef _USE_EMISSIVE_
float g_EmissivePower : EMISSIVEPOWER
<
string UIName = "Emissive Power";
> = 1.0f;
float g_EmissivePowerRange : EMISSIVEPOWERRANGE
<
string UIName = "Emissive Power Range";
> = 0.0f;
float g_EmissiveAniSpeed : EMISSIVEANISPEED
<
string UIName = "Emissive Ani Speed";
> = 1.0f;
texture2D g_EmissiveTex : EMISSIVETEXTURE
<
string UIName = "Emissive Texture";
>;
sampler2D g_EmissiveSampler = sampler_state
{
texture = < g_EmissiveTex >;
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
};
#endif
#ifdef _USE_NORMALMAP_
float g_BumpPower : BUMPPOWER
<
string UIName = "Bump Power";
float UIMin = 1.0;
float UIMax = 5.0;
float UIStep = 0.1;
> = 1.0;
texture2D g_NormalTex : NORMALTEXTURE
<
string UIName = "Bump Texture";
>;
sampler2D g_NormalSampler = sampler_state
{
texture = < g_NormalTex >;
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
};
#endif
#ifdef _USE_REFLECTMAP_
float g_ReflectPower : REFLECTPOWER
<
string UIName = "Reflect Power";
float UIMin = 1.0;
float UIMax = 10.0;
float UIStep = 0.5;
> = 1.0;
textureCUBE g_ReflectTex : REFLECTTEXTURE
<
string UIName = "Reflect Texture";
>;
samplerCUBE g_ReflectSampler = sampler_state
{
texture = < g_ReflectTex >;
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
};
#endif