| 1 | // Any number of lights, diffuse |
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| 2 | material BumpMap_Base |
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| 3 | { |
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| 4 | technique |
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| 5 | { |
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| 6 | // Base ambient pass |
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| 7 | pass ambient |
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| 8 | { |
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| 9 | // base colours, not needed for rendering, but as information |
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| 10 | // to lighting pass categorisation routine |
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| 11 | diffuse 0 0 0 |
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| 12 | // need to prevent flickering |
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| 13 | depth_write on |
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| 14 | depth_bias 0 |
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| 15 | |
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| 16 | } |
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| 17 | // Now do the lighting pass |
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| 18 | // NB we don't do decal texture here because this is repeated per light |
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| 19 | pass perlight |
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| 20 | { |
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| 21 | |
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| 22 | // do this for each light |
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| 23 | iteration once_per_light |
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| 24 | scene_blend add |
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| 25 | |
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| 26 | // need to prevent flickering |
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| 27 | depth_write on |
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| 28 | depth_bias 1 |
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| 29 | |
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| 30 | // base colours, not needed for rendering, but as information |
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| 31 | // to lighting pass categorisation routine |
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| 32 | ambient 0 0 0 |
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| 33 | |
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| 34 | // Vertex program reference |
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| 35 | vertex_program_ref BumpMapping/BumpMapVP |
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| 36 | { |
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| 37 | param_named_auto lightPosition light_position_object_space 0 |
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| 38 | param_named_auto worldViewProj worldviewproj_matrix |
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| 39 | } |
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| 40 | |
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| 41 | // Fragment program |
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| 42 | fragment_program_ref BumpMapping/BumpMapFP |
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| 43 | { |
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| 44 | param_named_auto lightDiffuse light_diffuse_colour 0 |
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| 45 | } |
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| 46 | |
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| 47 | // texture shadow receiver program |
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| 48 | shadow_receiver_vertex_program_ref BumpMapping/BumpMapVPShadowRcv |
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| 49 | { |
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| 50 | param_named_auto lightPosition light_position_object_space 0 |
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| 51 | param_named_auto worldViewProj worldviewproj_matrix |
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| 52 | param_named_auto worldMatrix world_matrix |
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| 53 | param_named_auto texViewProj texture_viewproj_matrix |
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| 54 | } |
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| 55 | // Additive texture shadow receiver program |
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| 56 | shadow_receiver_fragment_program_ref BumpMapping/BumpMapFPShadowRcv |
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| 57 | { |
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| 58 | param_named_auto lightDiffuse light_diffuse_colour 0 |
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| 59 | } |
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| 60 | |
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| 61 | // Vertex program reference |
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| 62 | vertex_program_ref BumpMapping/BumpMapVPSpecular |
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| 63 | { |
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| 64 | param_named_auto lightPosition light_position_object_space 0 |
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| 65 | param_named_auto eyePosition camera_position_object_space |
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| 66 | param_named_auto worldViewProj worldviewproj_matrix |
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| 67 | } |
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| 68 | |
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| 69 | // Fragment program |
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| 70 | fragment_program_ref BumpMapping/BumpMapFPSpecular |
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| 71 | { |
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| 72 | param_named_auto lightDiffuse light_diffuse_colour 0 |
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| 73 | param_named_auto lightSpecular light_specular_colour 0 |
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| 74 | } |
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| 75 | |
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| 76 | |
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| 77 | // Base bump map |
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| 78 | texture_unit normalmap |
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| 79 | { |
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| 80 | texture Cube_Lava_NORM.jpg |
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| 81 | colour_op replace |
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| 82 | } |
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| 83 | } |
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| 84 | |
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| 85 | // Decal pass |
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| 86 | pass decal |
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| 87 | { |
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| 88 | // base colours, not needed for rendering, but as information |
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| 89 | // to lighting pass categorisation routine |
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| 90 | lighting off |
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| 91 | // need to prevent flickering |
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| 92 | depth_write on |
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| 93 | depth_bias 2 |
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| 94 | |
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| 95 | scene_blend dest_colour zero |
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| 96 | texture_unit decalmap |
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| 97 | { |
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| 98 | texture Cube_Lava_COLOR.jpg |
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| 99 | } |
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| 100 | } |
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| 101 | } |
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| 102 | } |
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| 103 | |
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| 104 | // Example for Material using this template // |
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| 105 | // import * from "BumpMap.material" |
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| 106 | // // Any number of lights, diffuse |
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| 107 | // material Cube_Lava_Normal : BumpMap_Base |
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| 108 | // { |
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| 109 | // technique |
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| 110 | // { |
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| 111 | // pass ambient |
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| 112 | // { |
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| 113 | // } |
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| 114 | // // Now do the lighting pass |
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| 115 | // // NB we don't do decal texture here because this is repeated per light |
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| 116 | // pass perlight |
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| 117 | // { |
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| 118 | // // Base bump map |
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| 119 | // texture_unit normalmap |
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| 120 | // { |
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| 121 | // texture Cube_Lava_NORM.jpg |
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| 122 | // colour_op replace |
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| 123 | // } |
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| 124 | // } |
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| 125 | |
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| 126 | // // Decal pass |
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| 127 | // pass decal |
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| 128 | // { |
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| 129 | // texture_unit decalmap |
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| 130 | // { |
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| 131 | // texture Cube_Lava_COLOR.jpg |
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| 132 | // } |
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| 133 | // } |
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| 134 | // } |
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| 135 | // } |
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