252 lines
8.4 KiB
XML
252 lines
8.4 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/model-pbr-transparent</name>
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<inherits-from>Effects/model-pbr</inherits-from>
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<parameters>
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<!-- Alpha Coverage -->
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<blend>1</blend>
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<alpha-cutoff>-1.0</alpha-cutoff>
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<!-- ibl.glsl -->
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<texture n="8">
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<image>Textures/PBR/dfg_lut.dds</image>
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<type>2d</type>
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<filter>linear</filter>
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<mag-filter>linear</mag-filter>
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<wrap-s>clamp-to-edge</wrap-s>
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<wrap-t>clamp-to-edge</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<!-- shadows.glsl -->
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<show-shadow-cascades>
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<use>/sim/rendering/hdr/debug/show-shadow-cascades</use>
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</show-shadow-cascades>
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<normal-bias>
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<use>/sim/rendering/hdr/shadows/normal-bias</use>
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</normal-bias>
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<sss-enabled>
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<use>/sim/rendering/hdr/shadows/sss-enabled</use>
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</sss-enabled>
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<sss-step-count>
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<use>/sim/rendering/hdr/shadows/sss-step-count</use>
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</sss-step-count>
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<sss-max-distance>
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<use>/sim/rendering/hdr/shadows/sss-max-distance</use>
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</sss-max-distance>
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<sss-depth-bias>
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<use>/sim/rendering/hdr/shadows/sss-depth-bias</use>
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</sss-depth-bias>
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<!-- exposure.glsl -->
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<exposure-compensation>
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<use>/sim/rendering/hdr/exposure-compensation</use>
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</exposure-compensation>
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</parameters>
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<technique n="108">
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<scheme>hdr-geometry</scheme>
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</technique>
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<technique n="118">
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<scheme>hdr-shadow</scheme>
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</technique>
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<technique n="128">
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<scheme>hdr-forward</scheme>
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<pass>
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<!-- Reverse floating point depth buffer -->
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<depth>
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<function>gequal</function>
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<near>1.0</near>
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<far>0.0</far>
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<write-mask>false</write-mask>
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</depth>
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<texture-unit>
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<unit>0</unit>
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<type><use>texture[0]/type</use></type>
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<image><use>texture[0]/image</use></image>
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<filter><use>texture[0]/filter</use></filter>
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<mag-filter><use>texture[0]/mag-filter</use></mag-filter>
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<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
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</texture-unit>
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<texture-unit>
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<unit>1</unit>
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<type><use>texture[1]/type</use></type>
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<image><use>texture[1]/image</use></image>
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<filter><use>texture[1]/filter</use></filter>
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<mag-filter><use>texture[1]/mag-filter</use></mag-filter>
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<wrap-s><use>texture[1]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[1]/wrap-t</use></wrap-t>
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</texture-unit>
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<texture-unit>
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<unit>2</unit>
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<type><use>texture[2]/type</use></type>
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<image><use>texture[2]/image</use></image>
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<filter><use>texture[2]/filter</use></filter>
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<mag-filter><use>texture[2]/mag-filter</use></mag-filter>
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<wrap-s><use>texture[2]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[2]/wrap-t</use></wrap-t>
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</texture-unit>
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<texture-unit>
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<unit>3</unit>
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<type><use>texture[3]/type</use></type>
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<image><use>texture[3]/image</use></image>
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<filter><use>texture[3]/filter</use></filter>
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<mag-filter><use>texture[3]/mag-filter</use></mag-filter>
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<wrap-s><use>texture[3]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[3]/wrap-t</use></wrap-t>
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</texture-unit>
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<texture-unit>
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<unit>8</unit>
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<image><use>texture[8]/image</use></image>
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<type><use>texture[8]/type</use></type>
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<filter><use>texture[8]/filter</use></filter>
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<mag-filter><use>texture[8]/mag-filter</use></mag-filter>
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<wrap-s><use>texture[8]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[8]/wrap-t</use></wrap-t>
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<internal-format><use>texture[8]/internal-format</use></internal-format>
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</texture-unit>
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<blend><use>blend</use></blend>
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<rendering-hint>transparent</rendering-hint>
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<cull-face><use>cull-face</use></cull-face>
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<program>
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<vertex-shader>Shaders/HDR/model_pbr_transparent.vert</vertex-shader>
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<vertex-shader>Shaders/HDR/aerial_perspective.glsl</vertex-shader>
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<fragment-shader>Shaders/HDR/model_pbr_transparent.frag</fragment-shader>
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<fragment-shader>Shaders/HDR/normalmap.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/color.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/math.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/shading_transparent.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/surface.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/ibl.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/shadows.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/sun.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/aerial_perspective.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/atmos_spectral.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/clustered.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/exposure.glsl</fragment-shader>
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</program>
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<uniform>
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<name>base_color_tex</name>
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<type>sampler-2d</type>
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<value type="int">0</value>
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</uniform>
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<uniform>
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<name>normal_tex</name>
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<type>sampler-2d</type>
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<value type="int">1</value>
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</uniform>
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<uniform>
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<name>orm_tex</name>
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<type>sampler-2d</type>
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<value type="int">2</value>
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</uniform>
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<uniform>
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<name>emissive_tex</name>
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<type>sampler-2d</type>
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<value type="int">3</value>
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</uniform>
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<uniform>
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<name>base_color_factor</name>
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<type>float-vec4</type>
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<value><use>base-color-factor</use></value>
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</uniform>
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<uniform>
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<name>metallic_factor</name>
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<type>float</type>
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<value><use>metallic-factor</use></value>
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</uniform>
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<uniform>
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<name>roughness_factor</name>
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<type>float</type>
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<value><use>roughness-factor</use></value>
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</uniform>
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<uniform>
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<name>emissive_factor</name>
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<type>float-vec3</type>
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<value><use>emissive-factor</use></value>
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</uniform>
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<uniform>
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<name>flip_vertically</name>
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<type>bool</type>
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<value><use>flip-vertically</use></value>
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</uniform>
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<uniform>
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<name>alpha_cutoff</name>
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<type>float</type>
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<value><use>alpha-cutoff</use></value>
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</uniform>
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<!-- shadows.glsl -->
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<uniform>
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<name>shadow_tex</name>
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<type>sampler-2d-shadow</type>
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<value type="int">10</value>
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</uniform>
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<uniform>
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<name>debug_shadow_cascades</name>
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<type>bool</type>
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<value><use>show-shadow-cascades</use></value>
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</uniform>
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<uniform>
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<name>normal_bias</name>
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<type>float</type>
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<value><use>normal-bias</use></value>
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</uniform>
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<uniform>
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<name>sss_enabled</name>
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<type>bool</type>
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<value><use>sss-enabled</use></value>
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</uniform>
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<uniform>
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<name>sss_step_count</name>
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<type>int</type>
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<value><use>sss-step-count</use></value>
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</uniform>
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<uniform>
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<name>sss_max_distance</name>
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<type>float</type>
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<value><use>sss-max-distance</use></value>
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</uniform>
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<uniform>
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<name>sss_depth_bias</name>
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<type>float</type>
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<value><use>sss-depth-bias</use></value>
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</uniform>
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<!-- ibl.glsl -->
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<uniform>
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<name>dfg_tex</name>
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<type>sampler-2d</type>
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<value type="int">8</value>
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</uniform>
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<uniform>
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<name>prefiltered_envmap_tex</name>
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<type>sampler-cube</type>
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<value type="int">9</value>
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</uniform>
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<!-- aerial_perspective.glsl -->
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<uniform>
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<name>aerial_perspective_tex</name>
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<type>sampler-2d</type>
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<value type="int">11</value>
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</uniform>
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<!-- sun.glsl -->
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<uniform>
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<name>transmittance_tex</name>
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<type>sampler-2d</type>
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<value type="int">12</value>
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</uniform>
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<!-- exposure.glsl -->
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<uniform>
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<name>lum_tex</name>
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<type>sampler-2d</type>
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<value type="int">14</value>
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</uniform>
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<uniform>
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<name>exposure_compensation</name>
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<type>float</type>
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<value><use>exposure-compensation</use></value>
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</uniform>
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</pass>
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</technique>
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</PropertyList>
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