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castDynamicShadows defaults to false, flipped it over to true for materials on mobile/animated assets.

Azaezel 10 年之前
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b778121fc4

+ 1 - 1
Engine/source/materials/materialDefinition.cpp

@@ -182,7 +182,7 @@ Material::Material()
    mAlphaRef = 1;
 
    mCastShadows = true;
-   mCastDynamicShadows = true;
+   mCastDynamicShadows = false;
 
    mPlanarReflection = false;
 

+ 1 - 0
Templates/Full/game/art/shapes/Cheetah/materials.cs

@@ -29,6 +29,7 @@ singleton Material(Cheetah_Main)
    translucentBlendOp = "None";
    normalMap[0] = "art/shapes/Cheetah/Cheetah_N";
    specularMap[0] = "art/shapes/Cheetah/Cheetah_S";
+   castDynamicShadows = true;
 };
 
 singleton Material(Cheetah_TailLights)

+ 2 - 0
Templates/Full/game/art/shapes/actors/Soldier/materials.cs

@@ -35,6 +35,7 @@ singleton Material(Mat_Soldier_Main)
    doubleSided = false;
    translucent = false;
    showFootprints = "0";
+   castDynamicShadows = true;
    materialTag0 = "Player";
 };
 
@@ -55,6 +56,7 @@ singleton Material(Mat_Soldier_Dazzle)
    emissive[0] = "1";
    castShadows = "0";
    showFootprints = "0";
+   castDynamicShadows = true;
    materialTag0 = "Player";
 };
 

+ 1 - 0
Templates/Full/game/art/shapes/weapons/Grenade/materials.cs

@@ -38,6 +38,7 @@ singleton Material(grenade_grenade)
 	doubleSided = false;
 	translucent = false;
 	translucentBlendOp = "None";
+   castDynamicShadows = true;    
 	materialTag0 = "Weapon";
 };
 

+ 1 - 0
Templates/Full/game/art/shapes/weapons/Lurker/materials.cs

@@ -41,6 +41,7 @@ singleton Material(Lurker_Base)
    specularPower[0] = "10";
    translucentBlendOp = "None";
    useAnisotropic[0] = "1";
+   castDynamicShadows = true;    
 };
 
 singleton Material(Lurker_MuzzleFlash_Base)

+ 1 - 0
Templates/Full/game/art/shapes/weapons/ProxMine/materials.cs

@@ -31,6 +31,7 @@ singleton Material(ProxMine_Base)
    pixelSpecular[0] = "1";
    specularMap[0] = "ProxMine_S.dds";
    useAnisotropic[0] = "1";
+   castDynamicShadows = true;    
 };
 
 singleton Material(ProxMine_Glow_Base)

+ 2 - 0
Templates/Full/game/art/shapes/weapons/Ryder/materials.cs

@@ -31,6 +31,7 @@ singleton Material(FP_Ryder_Base)
    translucentBlendOp = "None";
    pixelSpecular[0] = "1";
    useAnisotropic[0] = "1";
+   castDynamicShadows = true;    
 };
 
 singleton Material(TP_Ryder_Base)
@@ -43,6 +44,7 @@ singleton Material(TP_Ryder_Base)
    specularPower[0] = "10";
    translucentBlendOp = "None";
    pixelSpecular[0] = "1";
+   castDynamicShadows = true;    
 };
 
 singleton Material(Ryder_MuzzleFlash_Base)

+ 3 - 0
Templates/Full/game/art/shapes/weapons/Turret/materials.cs

@@ -31,6 +31,7 @@ singleton Material(Turret_Base)
    pixelSpecular[0] = "1";
    specularMap[0] = "art/shapes/weapons/Turret/Turret_D.dds";
    useAnisotropic[0] = "1";
+   castDynamicShadows = true;    
    materialTag0 = "Weapon";
 };
 
@@ -53,6 +54,7 @@ singleton Material(Turret_Lazer_Base)
    waveFreq[0] = "0";
    waveAmp[0] = "0";
    castShadows = "1";
+   castDynamicShadows = true;    
    translucentZWrite = "0";
    materialTag0 = "Weapon";
    materialTag1 = "FX";
@@ -68,6 +70,7 @@ singleton Material(Turret_Lazer_Base)
    glow[0] = "1";
    emissive[0] = "1";
    translucentBlendOp = "Add";
+   castDynamicShadows = true;    
 };
 
 singleton Material(CollisionMat)