Standardize on Unix line ending
Reported at: https://sourceforge.net/p/flightgear/codetickets/2042/
This commit is contained in:
parent
fd3d4bd67e
commit
544e53c9d9
1 changed files with 391 additions and 391 deletions
|
@ -1,392 +1,392 @@
|
|||
MODEL COMBINED EFFECT - INSTRUCTIONS FOR USE
|
||||
============================================
|
||||
|
||||
The model-combined effect uses the ubershader to provide any or all of diffuse,
|
||||
light-map, reflection, bump-mapping and dirt effects on the model on which it is
|
||||
applied. The effect responds to the quality setting of the "Model" slider in the
|
||||
advanced shader configuration, in the following order:
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
*lowest quality - enables light-map and dirt, if enabled by the effect;
|
||||
|
||||
*medium quality - enables reflection too, if enabled in the effect;
|
||||
|
||||
*highest quality - enables bump-mapping too, if enabled in the effect.
|
||||
-------------------------------------------------------------------------------
|
||||
|
||||
To use this on your aircraft model, you are advised to create a local effect
|
||||
that has the following lines:
|
||||
|
||||
|
||||
1. for automatic Rembrandt support on opaque objects use this:
|
||||
|
||||
<name>my-aircraft-effect</name>
|
||||
<inherits-from>Effects/model-combined-deferred</inherits-from>
|
||||
|
||||
|
||||
2. for automatic Rembrandt support on transparent objects (glass) use this:
|
||||
|
||||
<name>my-aircraft-glass-effect</name>
|
||||
<inherits-from>Effects/model-combined-transparent</inherits-from>
|
||||
|
||||
The only modeller-adjustable settings are those found in the parameters section
|
||||
and listed here. There are other entries in the parameters section, but those
|
||||
are for internal use only, please don't mess with them.
|
||||
|
||||
You only need to list in your local effect those entries that you'll modify from
|
||||
the defaults, there's no need to repeat all of them.
|
||||
|
||||
Following is the list of parameters, their default setting and a short
|
||||
explanation of what they control/affect
|
||||
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
<texture n ="0">
|
||||
|
||||
- the model texture, as assigned in the 3d-modelling
|
||||
application, or by the livery select mechanism.
|
||||
This only needs to be present in the main effect.
|
||||
Setting this to some specific texture will override
|
||||
the assigned texture/livery.
|
||||
|
||||
|
||||
Bumpmap control:
|
||||
===================
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
WARNING!!! Enabling this requires further modification to the local effect.
|
||||
Please see the attached model-combined-nmap.eff stub for correct usage.
|
||||
-------------------------------------------------------------------------------
|
||||
|
||||
<normalmap-enabled type="int">0</normalmap-enabled>
|
||||
|
||||
- enables bump-mapping (if quality is set high enough).
|
||||
Default value is off.
|
||||
Available values are 0 (off) and 1(on).
|
||||
Leave off if you're not using it.
|
||||
|
||||
|
||||
<normalmap-dds type="int">0</normalmap-dds>
|
||||
|
||||
- enable this if you're using a .dds compressed normal-map.
|
||||
Default value is 0 (off).
|
||||
Available values are 0 (off) and 1(on)
|
||||
|
||||
|
||||
<normalmap-tiling type="float">1.0</normalmap-tiling>
|
||||
|
||||
- sets the repeat rate of the normal-map image, useful for covering
|
||||
large areas with fine detail.
|
||||
Default value is 1.0 (no-tiling).
|
||||
If you set this to a value > 1.0, you need
|
||||
to set wrapping mode to repeat below.
|
||||
|
||||
<texture n="2">
|
||||
|
||||
- the normal-map texture slot
|
||||
|
||||
|
||||
<image></image>
|
||||
|
||||
- the normal-map texture path
|
||||
|
||||
|
||||
<wrap-s>clamp</wrap-s>
|
||||
|
||||
- X-axis (U) wrapping mode of the texture.
|
||||
Default is set to clamp.
|
||||
If you enable the tiling feature (normalmap-tiling > 1.0), you need
|
||||
to set this to repeat.
|
||||
|
||||
<wrap-t>clamp</wrap-t>
|
||||
|
||||
- same as above for the Y-axis (V).
|
||||
|
||||
</texture>
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
|
||||
Lightmap control:
|
||||
===================
|
||||
|
||||
|
||||
<lightmap-enabled type="int">0</lightmap-enabled>
|
||||
|
||||
- enables the light-map.
|
||||
Default value is 0 (off).
|
||||
Available values are 0 (off) and 1(on).
|
||||
If you want control over your light-maps enable this
|
||||
and use a variable property as factor.
|
||||
|
||||
|
||||
<lightmap-multi type="int">0</lightmap-multi>
|
||||
|
||||
- this enables multiple light-maps per light-map texture.
|
||||
Default value is 0 (off).
|
||||
Available values are 0 (off) and 1(on).
|
||||
When off the shader code uses information from
|
||||
the red channel of the light-map.
|
||||
|
||||
|
||||
<lightmap-factor type="float" n="0">1.0</lightmap-factor>
|
||||
|
||||
- factor to multiply the value of the red channel in the light-map.
|
||||
Default value is 1.0.
|
||||
This product is used as a resulting factor for
|
||||
the final light-map color.
|
||||
|
||||
|
||||
<lightmap-color type="vec3d" n="0"> 1.0 1.0 1.0 </lightmap-color>
|
||||
|
||||
- the color of the light for the red channel in the light-map.
|
||||
Default value is white (1.0 1.0 1.0).
|
||||
|
||||
|
||||
<lightmap-factor type="float" n="1">1.0</lightmap-factor>
|
||||
|
||||
- same as above for the green channel.
|
||||
|
||||
|
||||
<lightmap-color type="vec3d" n="1"> 1.0 1.0 1.0 </lightmap-color>
|
||||
|
||||
- same as above for the green channel.
|
||||
|
||||
|
||||
<lightmap-factor type="float" n="2">1.0</lightmap-factor>
|
||||
|
||||
- same as above for the blue channel.
|
||||
|
||||
|
||||
<lightmap-color type="vec3d" n="2"> 1.0 1.0 1.0 </lightmap-color>
|
||||
|
||||
- same as above for the blue channel.
|
||||
|
||||
|
||||
<lightmap-factor type="float" n="3">1.0</lightmap-factor>
|
||||
|
||||
- same as above for the alpha channel.
|
||||
|
||||
|
||||
<lightmap-color type="vec3d" n="3"> 1.0 1.0 1.0 </lightmap-color>
|
||||
|
||||
- same as above for the alpha channel.
|
||||
|
||||
|
||||
<texture n="3">
|
||||
|
||||
- the light-map texture slot.
|
||||
|
||||
|
||||
<image>Aircraft/Generic/Effects/greymap.png</image>
|
||||
|
||||
- the light-map texture path.
|
||||
|
||||
|
||||
<filter>linear-mipmap-linear</filter>
|
||||
<wrap-s>clamp</wrap-s>
|
||||
<wrap-t>clamp</wrap-t>
|
||||
<internal-format>normalized</internal-format>
|
||||
</texture>
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
|
||||
Reflection control:
|
||||
===================
|
||||
.
|
||||
|
||||
<reflection-enabled type="int">0</reflection-enabled>
|
||||
|
||||
- enables reflection (if user preference is high enough).
|
||||
Default value is 0 (off).
|
||||
Available values are 0 (off) and 1(on).
|
||||
|
||||
|
||||
<reflection-correction type="float">0.0</reflection-correction>
|
||||
|
||||
- factor to add to the material specularity to give
|
||||
the final reflection factor.
|
||||
Default value is 0.0 (no correction).
|
||||
Accepts values from -1.0 to 1.0.
|
||||
If reflection-map is enabled below, this factor is added to the product
|
||||
between the alpha channel of the texture and the material specularity.
|
||||
|
||||
|
||||
<reflect-map-enabled type="int">0</reflect-map-enabled>
|
||||
|
||||
- enables the usage of a texture to determine reflection intensity.
|
||||
Default value is 0 (off).
|
||||
Available values are 0 (off) and 1(on).
|
||||
|
||||
|
||||
<reflection-dynamic type="int">0</reflection-dynamic>
|
||||
|
||||
- enables dynamic reflections.
|
||||
Default value is 0 (off).
|
||||
Available values are 0 (off) and 1(on).
|
||||
The reflection gets rotated according to the object orientation,
|
||||
trying to keep the ground in the reflection on faces facing the ground.
|
||||
Recommended setting for external reflections is 1 (on).
|
||||
For internal (cockpit, instruments) leave it at 0 (off).
|
||||
|
||||
|
||||
|
||||
<texture n="4">
|
||||
|
||||
- texture slot for the reflect-map. This map is also used for the dynamic dirt.
|
||||
|
||||
|
||||
<image>Aircraft/Generic/Effects/ReflectMaps/reflectmap.png</image>
|
||||
|
||||
- reflect-map texture path.
|
||||
|
||||
|
||||
<filter>linear-mipmap-linear</filter>
|
||||
<wrap-s>clamp</wrap-s>
|
||||
<wrap-t>clamp</wrap-t>
|
||||
<internal-format>normalized</internal-format>
|
||||
</texture>
|
||||
|
||||
|
||||
Reflection env-map:
|
||||
-------------------
|
||||
|
||||
<texture n="5">
|
||||
|
||||
- texture slot for the texture(s) used to create
|
||||
the cubic environment that is reflected
|
||||
|
||||
|
||||
<type>cubemap</type>
|
||||
|
||||
There are two ways of defining the environment texture:
|
||||
1: a cubecross texture where all faces of the cube are stitched into one texture:
|
||||
|
||||
<image>Aircraft/Generic/Effects/CubeCrosses/blue_sky_big.jpg</image>
|
||||
|
||||
or
|
||||
|
||||
2: 6 different textures, one for each face of the environment cube:
|
||||
|
||||
<images>
|
||||
<positive-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_px.png</positive-x>
|
||||
<negative-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nx.png</negative-x>
|
||||
<positive-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_py.png</positive-y>
|
||||
<negative-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_ny.png</negative-y>
|
||||
<positive-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_pz.png</positive-z>
|
||||
<negative-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nz.png</negative-z>
|
||||
</images>
|
||||
</texture>
|
||||
|
||||
|
||||
<reflection-fresnel type="float">0.1</reflection-fresnel>
|
||||
|
||||
- fresnel(banding) factor for the reflection.
|
||||
Default value is 0.1.
|
||||
Values range from -1.0 to 1.0.
|
||||
|
||||
|
||||
<texture n="6">
|
||||
|
||||
- fresnel texture slot
|
||||
|
||||
<image>Aircraft/Generic/Effects/FresnelLookUp.png</image>
|
||||
|
||||
- fresnel(banding) texture path
|
||||
|
||||
|
||||
<filter>linear-mipmap-linear</filter>
|
||||
<wrap-s>repeat</wrap-s>
|
||||
<wrap-t>repeat</wrap-t>
|
||||
<internal-format>normalized</internal-format>
|
||||
</texture>
|
||||
|
||||
|
||||
<reflection-rainbow type="float">0.01</reflection-rainbow>
|
||||
|
||||
- rainbow factor for the reflection.
|
||||
Default value is 0.01.
|
||||
Values range from -1.0 to 1.0.
|
||||
|
||||
|
||||
<texture n="7">
|
||||
|
||||
- rainbow texture slot.
|
||||
|
||||
|
||||
<image>Aircraft/Generic/Effects/Rainbow.png</image>
|
||||
|
||||
- rainbow texture path.
|
||||
|
||||
|
||||
<filter>linear-mipmap-linear</filter>
|
||||
<wrap-s>repeat</wrap-s>
|
||||
<wrap-t>repeat</wrap-t>
|
||||
<internal-format>normalized</internal-format>
|
||||
</texture>
|
||||
|
||||
|
||||
<reflection-noise type="float">0.25</reflection-noise>
|
||||
|
||||
- Amount of color noise to be added to the reflected image.
|
||||
Default value is 0.25.
|
||||
Accepts values from 0.0 to 1.0.
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
|
||||
Dirt/Grit Control:
|
||||
==================
|
||||
|
||||
<dirt-enabled type="int">0</dirt-enabled>
|
||||
|
||||
- enables dynamic dirt in the shader.
|
||||
Default value is 0(off).
|
||||
Available values are 0 (off) and 1(on).
|
||||
This uses the red channel of the texture in slot 4 (reflection map)
|
||||
to define areas that should be dirtied up.
|
||||
You don't have to enable 'reflect-map-enabled' above to use this.
|
||||
|
||||
|
||||
<dirt-color type="vec3d">0.0 0.0 0.0</dirt-color>
|
||||
|
||||
- color of the dirt added. Default is black (0.0 0.0 0.0).
|
||||
|
||||
|
||||
<dirt-factor type="float">0.0</dirt-factor>
|
||||
|
||||
- factor to control how intense the dirt is drawn.
|
||||
Default value is 0.0.
|
||||
This should use a dynamic property settable at runtime.
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
|
||||
Ambient Correction:
|
||||
===================
|
||||
|
||||
<ambient-correction type="float">0.05</ambient-correction>
|
||||
|
||||
- factor by which to lighten/darken the final result, and to remove
|
||||
some of the blueness induced by some of the reflection environments.
|
||||
Default value is 0.05.
|
||||
Values range from -1.0 to 1.0.
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
|
||||
|
||||
FINAL WARNINGS:
|
||||
=====================
|
||||
|
||||
To repeat the earlier warning:
|
||||
|
||||
Do NOT use in any situation the normal-map enabled effect on objects that
|
||||
are NOT completely uv-mapped to a texture, and/or that texture is not available
|
||||
at runtime.
|
||||
The binormal/tangent generator needs the texture information at runtime,
|
||||
failing to find this it crashes, causing a segfault for FlightGear.
|
||||
|
||||
To fix culling/sorting problems:
|
||||
|
||||
This effect forces objects into Render-Bin 1.
|
||||
This makes it necessary to use a specially modified local effect
|
||||
for transparent objects.
|
||||
This is provided as a stub in model-combined-glass.eff that you can find in
|
||||
MODEL COMBINED EFFECT - INSTRUCTIONS FOR USE
|
||||
============================================
|
||||
|
||||
The model-combined effect uses the ubershader to provide any or all of diffuse,
|
||||
light-map, reflection, bump-mapping and dirt effects on the model on which it is
|
||||
applied. The effect responds to the quality setting of the "Model" slider in the
|
||||
advanced shader configuration, in the following order:
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
*lowest quality - enables light-map and dirt, if enabled by the effect;
|
||||
|
||||
*medium quality - enables reflection too, if enabled in the effect;
|
||||
|
||||
*highest quality - enables bump-mapping too, if enabled in the effect.
|
||||
-------------------------------------------------------------------------------
|
||||
|
||||
To use this on your aircraft model, you are advised to create a local effect
|
||||
that has the following lines:
|
||||
|
||||
|
||||
1. for automatic Rembrandt support on opaque objects use this:
|
||||
|
||||
<name>my-aircraft-effect</name>
|
||||
<inherits-from>Effects/model-combined-deferred</inherits-from>
|
||||
|
||||
|
||||
2. for automatic Rembrandt support on transparent objects (glass) use this:
|
||||
|
||||
<name>my-aircraft-glass-effect</name>
|
||||
<inherits-from>Effects/model-combined-transparent</inherits-from>
|
||||
|
||||
The only modeller-adjustable settings are those found in the parameters section
|
||||
and listed here. There are other entries in the parameters section, but those
|
||||
are for internal use only, please don't mess with them.
|
||||
|
||||
You only need to list in your local effect those entries that you'll modify from
|
||||
the defaults, there's no need to repeat all of them.
|
||||
|
||||
Following is the list of parameters, their default setting and a short
|
||||
explanation of what they control/affect
|
||||
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
<texture n ="0">
|
||||
|
||||
- the model texture, as assigned in the 3d-modelling
|
||||
application, or by the livery select mechanism.
|
||||
This only needs to be present in the main effect.
|
||||
Setting this to some specific texture will override
|
||||
the assigned texture/livery.
|
||||
|
||||
|
||||
Bumpmap control:
|
||||
===================
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
WARNING!!! Enabling this requires further modification to the local effect.
|
||||
Please see the attached model-combined-nmap.eff stub for correct usage.
|
||||
-------------------------------------------------------------------------------
|
||||
|
||||
<normalmap-enabled type="int">0</normalmap-enabled>
|
||||
|
||||
- enables bump-mapping (if quality is set high enough).
|
||||
Default value is off.
|
||||
Available values are 0 (off) and 1(on).
|
||||
Leave off if you're not using it.
|
||||
|
||||
|
||||
<normalmap-dds type="int">0</normalmap-dds>
|
||||
|
||||
- enable this if you're using a .dds compressed normal-map.
|
||||
Default value is 0 (off).
|
||||
Available values are 0 (off) and 1(on)
|
||||
|
||||
|
||||
<normalmap-tiling type="float">1.0</normalmap-tiling>
|
||||
|
||||
- sets the repeat rate of the normal-map image, useful for covering
|
||||
large areas with fine detail.
|
||||
Default value is 1.0 (no-tiling).
|
||||
If you set this to a value > 1.0, you need
|
||||
to set wrapping mode to repeat below.
|
||||
|
||||
<texture n="2">
|
||||
|
||||
- the normal-map texture slot
|
||||
|
||||
|
||||
<image></image>
|
||||
|
||||
- the normal-map texture path
|
||||
|
||||
|
||||
<wrap-s>clamp</wrap-s>
|
||||
|
||||
- X-axis (U) wrapping mode of the texture.
|
||||
Default is set to clamp.
|
||||
If you enable the tiling feature (normalmap-tiling > 1.0), you need
|
||||
to set this to repeat.
|
||||
|
||||
<wrap-t>clamp</wrap-t>
|
||||
|
||||
- same as above for the Y-axis (V).
|
||||
|
||||
</texture>
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
|
||||
Lightmap control:
|
||||
===================
|
||||
|
||||
|
||||
<lightmap-enabled type="int">0</lightmap-enabled>
|
||||
|
||||
- enables the light-map.
|
||||
Default value is 0 (off).
|
||||
Available values are 0 (off) and 1(on).
|
||||
If you want control over your light-maps enable this
|
||||
and use a variable property as factor.
|
||||
|
||||
|
||||
<lightmap-multi type="int">0</lightmap-multi>
|
||||
|
||||
- this enables multiple light-maps per light-map texture.
|
||||
Default value is 0 (off).
|
||||
Available values are 0 (off) and 1(on).
|
||||
When off the shader code uses information from
|
||||
the red channel of the light-map.
|
||||
|
||||
|
||||
<lightmap-factor type="float" n="0">1.0</lightmap-factor>
|
||||
|
||||
- factor to multiply the value of the red channel in the light-map.
|
||||
Default value is 1.0.
|
||||
This product is used as a resulting factor for
|
||||
the final light-map color.
|
||||
|
||||
|
||||
<lightmap-color type="vec3d" n="0"> 1.0 1.0 1.0 </lightmap-color>
|
||||
|
||||
- the color of the light for the red channel in the light-map.
|
||||
Default value is white (1.0 1.0 1.0).
|
||||
|
||||
|
||||
<lightmap-factor type="float" n="1">1.0</lightmap-factor>
|
||||
|
||||
- same as above for the green channel.
|
||||
|
||||
|
||||
<lightmap-color type="vec3d" n="1"> 1.0 1.0 1.0 </lightmap-color>
|
||||
|
||||
- same as above for the green channel.
|
||||
|
||||
|
||||
<lightmap-factor type="float" n="2">1.0</lightmap-factor>
|
||||
|
||||
- same as above for the blue channel.
|
||||
|
||||
|
||||
<lightmap-color type="vec3d" n="2"> 1.0 1.0 1.0 </lightmap-color>
|
||||
|
||||
- same as above for the blue channel.
|
||||
|
||||
|
||||
<lightmap-factor type="float" n="3">1.0</lightmap-factor>
|
||||
|
||||
- same as above for the alpha channel.
|
||||
|
||||
|
||||
<lightmap-color type="vec3d" n="3"> 1.0 1.0 1.0 </lightmap-color>
|
||||
|
||||
- same as above for the alpha channel.
|
||||
|
||||
|
||||
<texture n="3">
|
||||
|
||||
- the light-map texture slot.
|
||||
|
||||
|
||||
<image>Aircraft/Generic/Effects/greymap.png</image>
|
||||
|
||||
- the light-map texture path.
|
||||
|
||||
|
||||
<filter>linear-mipmap-linear</filter>
|
||||
<wrap-s>clamp</wrap-s>
|
||||
<wrap-t>clamp</wrap-t>
|
||||
<internal-format>normalized</internal-format>
|
||||
</texture>
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
|
||||
Reflection control:
|
||||
===================
|
||||
.
|
||||
|
||||
<reflection-enabled type="int">0</reflection-enabled>
|
||||
|
||||
- enables reflection (if user preference is high enough).
|
||||
Default value is 0 (off).
|
||||
Available values are 0 (off) and 1(on).
|
||||
|
||||
|
||||
<reflection-correction type="float">0.0</reflection-correction>
|
||||
|
||||
- factor to add to the material specularity to give
|
||||
the final reflection factor.
|
||||
Default value is 0.0 (no correction).
|
||||
Accepts values from -1.0 to 1.0.
|
||||
If reflection-map is enabled below, this factor is added to the product
|
||||
between the alpha channel of the texture and the material specularity.
|
||||
|
||||
|
||||
<reflect-map-enabled type="int">0</reflect-map-enabled>
|
||||
|
||||
- enables the usage of a texture to determine reflection intensity.
|
||||
Default value is 0 (off).
|
||||
Available values are 0 (off) and 1(on).
|
||||
|
||||
|
||||
<reflection-dynamic type="int">0</reflection-dynamic>
|
||||
|
||||
- enables dynamic reflections.
|
||||
Default value is 0 (off).
|
||||
Available values are 0 (off) and 1(on).
|
||||
The reflection gets rotated according to the object orientation,
|
||||
trying to keep the ground in the reflection on faces facing the ground.
|
||||
Recommended setting for external reflections is 1 (on).
|
||||
For internal (cockpit, instruments) leave it at 0 (off).
|
||||
|
||||
|
||||
|
||||
<texture n="4">
|
||||
|
||||
- texture slot for the reflect-map. This map is also used for the dynamic dirt.
|
||||
|
||||
|
||||
<image>Aircraft/Generic/Effects/ReflectMaps/reflectmap.png</image>
|
||||
|
||||
- reflect-map texture path.
|
||||
|
||||
|
||||
<filter>linear-mipmap-linear</filter>
|
||||
<wrap-s>clamp</wrap-s>
|
||||
<wrap-t>clamp</wrap-t>
|
||||
<internal-format>normalized</internal-format>
|
||||
</texture>
|
||||
|
||||
|
||||
Reflection env-map:
|
||||
-------------------
|
||||
|
||||
<texture n="5">
|
||||
|
||||
- texture slot for the texture(s) used to create
|
||||
the cubic environment that is reflected
|
||||
|
||||
|
||||
<type>cubemap</type>
|
||||
|
||||
There are two ways of defining the environment texture:
|
||||
1: a cubecross texture where all faces of the cube are stitched into one texture:
|
||||
|
||||
<image>Aircraft/Generic/Effects/CubeCrosses/blue_sky_big.jpg</image>
|
||||
|
||||
or
|
||||
|
||||
2: 6 different textures, one for each face of the environment cube:
|
||||
|
||||
<images>
|
||||
<positive-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_px.png</positive-x>
|
||||
<negative-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nx.png</negative-x>
|
||||
<positive-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_py.png</positive-y>
|
||||
<negative-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_ny.png</negative-y>
|
||||
<positive-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_pz.png</positive-z>
|
||||
<negative-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nz.png</negative-z>
|
||||
</images>
|
||||
</texture>
|
||||
|
||||
|
||||
<reflection-fresnel type="float">0.1</reflection-fresnel>
|
||||
|
||||
- fresnel(banding) factor for the reflection.
|
||||
Default value is 0.1.
|
||||
Values range from -1.0 to 1.0.
|
||||
|
||||
|
||||
<texture n="6">
|
||||
|
||||
- fresnel texture slot
|
||||
|
||||
<image>Aircraft/Generic/Effects/FresnelLookUp.png</image>
|
||||
|
||||
- fresnel(banding) texture path
|
||||
|
||||
|
||||
<filter>linear-mipmap-linear</filter>
|
||||
<wrap-s>repeat</wrap-s>
|
||||
<wrap-t>repeat</wrap-t>
|
||||
<internal-format>normalized</internal-format>
|
||||
</texture>
|
||||
|
||||
|
||||
<reflection-rainbow type="float">0.01</reflection-rainbow>
|
||||
|
||||
- rainbow factor for the reflection.
|
||||
Default value is 0.01.
|
||||
Values range from -1.0 to 1.0.
|
||||
|
||||
|
||||
<texture n="7">
|
||||
|
||||
- rainbow texture slot.
|
||||
|
||||
|
||||
<image>Aircraft/Generic/Effects/Rainbow.png</image>
|
||||
|
||||
- rainbow texture path.
|
||||
|
||||
|
||||
<filter>linear-mipmap-linear</filter>
|
||||
<wrap-s>repeat</wrap-s>
|
||||
<wrap-t>repeat</wrap-t>
|
||||
<internal-format>normalized</internal-format>
|
||||
</texture>
|
||||
|
||||
|
||||
<reflection-noise type="float">0.25</reflection-noise>
|
||||
|
||||
- Amount of color noise to be added to the reflected image.
|
||||
Default value is 0.25.
|
||||
Accepts values from 0.0 to 1.0.
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
|
||||
Dirt/Grit Control:
|
||||
==================
|
||||
|
||||
<dirt-enabled type="int">0</dirt-enabled>
|
||||
|
||||
- enables dynamic dirt in the shader.
|
||||
Default value is 0(off).
|
||||
Available values are 0 (off) and 1(on).
|
||||
This uses the red channel of the texture in slot 4 (reflection map)
|
||||
to define areas that should be dirtied up.
|
||||
You don't have to enable 'reflect-map-enabled' above to use this.
|
||||
|
||||
|
||||
<dirt-color type="vec3d">0.0 0.0 0.0</dirt-color>
|
||||
|
||||
- color of the dirt added. Default is black (0.0 0.0 0.0).
|
||||
|
||||
|
||||
<dirt-factor type="float">0.0</dirt-factor>
|
||||
|
||||
- factor to control how intense the dirt is drawn.
|
||||
Default value is 0.0.
|
||||
This should use a dynamic property settable at runtime.
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
|
||||
Ambient Correction:
|
||||
===================
|
||||
|
||||
<ambient-correction type="float">0.05</ambient-correction>
|
||||
|
||||
- factor by which to lighten/darken the final result, and to remove
|
||||
some of the blueness induced by some of the reflection environments.
|
||||
Default value is 0.05.
|
||||
Values range from -1.0 to 1.0.
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
|
||||
|
||||
FINAL WARNINGS:
|
||||
=====================
|
||||
|
||||
To repeat the earlier warning:
|
||||
|
||||
Do NOT use in any situation the normal-map enabled effect on objects that
|
||||
are NOT completely uv-mapped to a texture, and/or that texture is not available
|
||||
at runtime.
|
||||
The binormal/tangent generator needs the texture information at runtime,
|
||||
failing to find this it crashes, causing a segfault for FlightGear.
|
||||
|
||||
To fix culling/sorting problems:
|
||||
|
||||
This effect forces objects into Render-Bin 1.
|
||||
This makes it necessary to use a specially modified local effect
|
||||
for transparent objects.
|
||||
This is provided as a stub in model-combined-glass.eff that you can find in
|
||||
the same directory along with this ReadMe.
|
Loading…
Reference in a new issue