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fgdata/Effects/model-pbr-transparent.eff

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<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/model-pbr-transparent</name>
<inherits-from>Effects/model-pbr</inherits-from>
<parameters>
<texture n="8">
<image>Textures/PBR/dfg_lut.dds</image>
<type>2d</type>
<filter>linear</filter>
<mag-filter>linear</mag-filter>
<wrap-s>clamp-to-edge</wrap-s>
<wrap-t>clamp-to-edge</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<!-- Alpha Coverage -->
<blend>1</blend>
<alpha-cutoff>-1.0</alpha-cutoff>
</parameters>
<technique n="19">
<scheme>hdr-geometry</scheme>
</technique>
<technique n="40">
<scheme>hdr-forward</scheme>
<pass>
<!-- Reverse floating point depth buffer -->
<depth>
<function>gequal</function>
<near>1.0</near>
<far>0.0</far>
<write-mask>false</write-mask>
</depth>
<texture-unit>
<unit>0</unit>
<type><use>texture[0]/type</use></type>
<image><use>texture[0]/image</use></image>
<filter><use>texture[0]/filter</use></filter>
<mag-filter><use>texture[0]/mag-filter</use></mag-filter>
<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
</texture-unit>
<texture-unit>
<unit>1</unit>
<type><use>texture[1]/type</use></type>
<image><use>texture[1]/image</use></image>
<filter><use>texture[1]/filter</use></filter>
<mag-filter><use>texture[1]/mag-filter</use></mag-filter>
<wrap-s><use>texture[1]/wrap-s</use></wrap-s>
<wrap-t><use>texture[1]/wrap-t</use></wrap-t>
</texture-unit>
<texture-unit>
<unit>2</unit>
<type><use>texture[2]/type</use></type>
<image><use>texture[2]/image</use></image>
<filter><use>texture[2]/filter</use></filter>
<mag-filter><use>texture[2]/mag-filter</use></mag-filter>
<wrap-s><use>texture[2]/wrap-s</use></wrap-s>
<wrap-t><use>texture[2]/wrap-t</use></wrap-t>
</texture-unit>
<texture-unit>
<unit>3</unit>
<type><use>texture[3]/type</use></type>
<image><use>texture[3]/image</use></image>
<filter><use>texture[3]/filter</use></filter>
<mag-filter><use>texture[3]/mag-filter</use></mag-filter>
<wrap-s><use>texture[3]/wrap-s</use></wrap-s>
<wrap-t><use>texture[3]/wrap-t</use></wrap-t>
</texture-unit>
<texture-unit>
<unit>8</unit>
<image><use>texture[8]/image</use></image>
<type><use>texture[8]/type</use></type>
<filter><use>texture[8]/filter</use></filter>
<mag-filter><use>texture[8]/mag-filter</use></mag-filter>
<wrap-s><use>texture[8]/wrap-s</use></wrap-s>
<wrap-t><use>texture[8]/wrap-t</use></wrap-t>
<internal-format><use>texture[8]/internal-format</use></internal-format>
</texture-unit>
<blend><use>blend</use></blend>
<rendering-hint>transparent</rendering-hint>
<cull-face><use>cull-face</use></cull-face>
<program>
<vertex-shader>Shaders/HDR/geometry-pbr-transparent.vert</vertex-shader>
<fragment-shader>Shaders/HDR/geometry-pbr-transparent.frag</fragment-shader>
<fragment-shader>Shaders/HDR/gbuffer-include.frag</fragment-shader>
<fragment-shader>Shaders/HDR/shadows-include.frag</fragment-shader>
<fragment-shader>Shaders/HDR/lighting-include.frag</fragment-shader>
<fragment-shader>Shaders/HDR/aerial-perspective-include.frag</fragment-shader>
<attribute>
<name>tangent</name>
<index>6</index>
</attribute>
<attribute>
<name>binormal</name>
<index>7</index>
</attribute>
</program>
<uniform>
<name>base_color_tex</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>normal_tex</name>
<type>sampler-2d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>orm_tex</name>
<type>sampler-2d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>emissive_tex</name>
<type>sampler-2d</type>
<value type="int">3</value>
</uniform>
<uniform>
<name>base_color_factor</name>
<type>float-vec4</type>
<value><use>base-color-factor</use></value>
</uniform>
<uniform>
<name>metallic_factor</name>
<type>float</type>
<value><use>metallic-factor</use></value>
</uniform>
<uniform>
<name>roughness_factor</name>
<type>float</type>
<value><use>roughness-factor</use></value>
</uniform>
<uniform>
<name>emissive_factor</name>
<type>float-vec3</type>
<value><use>emissive-factor</use></value>
</uniform>
<uniform>
<name>flip_vertically</name>
<type>bool</type>
<value><use>flip-vertically</use></value>
</uniform>
<uniform>
<name>alpha_cutoff</name>
<type>float</type>
<value><use>alpha-cutoff</use></value>
</uniform>
<!-- Shadows include -->
<uniform>
<name>depth_tex</name>
<type>sampler-2d</type>
<value type="int">7</value>
</uniform>
<uniform>
<name>shadow_tex</name>
<type>sampler-2d-shadow</type>
<value type="int">10</value>
</uniform>
<!-- Lighting include -->
<uniform>
<name>dfg_lut</name>
<type>sampler-2d</type>
<value type="int">8</value>
</uniform>
<uniform>
<name>prefiltered_envmap</name>
<type>sampler-cube</type>
<value type="int">9</value>
</uniform>
<!-- Aerial perspective include -->
<uniform>
<name>aerial_perspective_lut</name>
<type>sampler-2d</type>
<value type="int">11</value>
</uniform>
<uniform>
<name>transmittance_lut</name>
<type>sampler-2d</type>
<value type="int">12</value>
</uniform>
</pass>
</technique>
</PropertyList>