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fgdata/Effects/model-pbr.eff
Fernando García Liñán 5c1c28c536 HDR: Improve PBR Effect
2021-07-31 19:13:19 +02:00

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XML

<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/model-pbr</name>
<parameters>
<!-- Base Color -->
<texture n="0">
<type>white</type>
</texture>
<base-color-factor type="vec4d">1.0 1.0 1.0 1.0</base-color-factor>
<!-- Normalmap -->
<texture n="1">
<image>Aircraft/Generic/Effects/null_bumpspec.png</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<!-- Metallic -->
<texture n="2">
<type>white</type>
</texture>
<metallic-factor type="float">1.0</metallic-factor>
<!-- Roughness -->
<texture n="3">
<type>white</type>
</texture>
<roughness-factor type="float">1.0</roughness-factor>
<!-- Occlusion -->
<texture n="4">
<type>white</type>
</texture>
<!-- Emissive -->
<texture n="5">
<type>white</type>
</texture>
<emissive-factor type="vec3d">0.0 0.0 0.0</emissive-factor>
</parameters>
<generate>
<tangent type="int">6</tangent>
<binormal type="int">7</binormal>
</generate>
<technique n="20">
<scheme>hdr-geometry</scheme>
<pass>
<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>
<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
<internal-format><use>texture[0]/internal-format</use></internal-format>
</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>
<wrap-s><use>texture[1]/wrap-s</use></wrap-s>
<wrap-t><use>texture[1]/wrap-t</use></wrap-t>
<internal-format><use>texture[1]/internal-format</use></internal-format>
</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>
<wrap-s><use>texture[2]/wrap-s</use></wrap-s>
<wrap-t><use>texture[2]/wrap-t</use></wrap-t>
<internal-format><use>texture[2]/internal-format</use></internal-format>
</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>
<wrap-s><use>texture[3]/wrap-s</use></wrap-s>
<wrap-t><use>texture[3]/wrap-t</use></wrap-t>
<internal-format><use>texture[3]/internal-format</use></internal-format>
</texture-unit>
<texture-unit>
<unit>4</unit>
<type><use>texture[4]/type</use></type>
<image><use>texture[4]/image</use></image>
<filter><use>texture[4]/filter</use></filter>
<wrap-s><use>texture[4]/wrap-s</use></wrap-s>
<wrap-t><use>texture[4]/wrap-t</use></wrap-t>
<internal-format><use>texture[4]/internal-format</use></internal-format>
</texture-unit>
<texture-unit>
<unit>5</unit>
<type><use>texture[5]/type</use></type>
<image><use>texture[5]/image</use></image>
<filter><use>texture[5]/filter</use></filter>
<wrap-s><use>texture[5]/wrap-s</use></wrap-s>
<wrap-t><use>texture[5]/wrap-t</use></wrap-t>
<internal-format><use>texture[5]/internal-format</use></internal-format>
</texture-unit>
<cull-face>back</cull-face>
<program>
<vertex-shader>Shaders/HDR/geometry-pbr.vert</vertex-shader>
<fragment-shader>Shaders/HDR/geometry-pbr.frag</fragment-shader>
<fragment-shader>Shaders/HDR/gbuffer-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>metallic_tex</name>
<type>sampler-2d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>roughness_tex</name>
<type>sampler-2d</type>
<value type="int">3</value>
</uniform>
<uniform>
<name>occlusion_tex</name>
<type>sampler-2d</type>
<value type="int">4</value>
</uniform>
<uniform>
<name>emissive_tex</name>
<type>sampler-2d</type>
<value type="int">5</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>
</pass>
</technique>
</PropertyList>