<?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="108"> <scheme>hdr-geometry</scheme> </technique> <technique n="118"> <scheme>hdr-shadow</scheme> </technique> <technique n="128"> <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>