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-MaterialDef PBR Lighting {
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- MaterialParameters {
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- Int BoundDrawBuffer
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-
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- // Alpha threshold for fragment discarding
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- Float AlphaDiscardThreshold (AlphaTestFallOff)
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-
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- //metallicity of the material
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- Float Metallic : 1.0
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- //Roughness of the material
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- Float Roughness : 1.0
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- // Base material color
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- Color BaseColor : 1.0 1.0 1.0 1.0
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- // The emissive color of the object
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- Color Emissive
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- // the emissive power
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- Float EmissivePower : 3.0
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- // the emissive intensity
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- Float EmissiveIntensity : 2.0
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-
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- // BaseColor map
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- Texture2D BaseColorMap
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-
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- // Metallic map
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- Texture2D MetallicMap -LINEAR
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-
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- // Roughness Map
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- Texture2D RoughnessMap -LINEAR
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-
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- //Metallic and Roughness are packed respectively in the b and g channel of a single map
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- // r: AO (if AoPackedInMRMap is true)
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- // g: Roughness
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- // b: Metallic
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- Texture2D MetallicRoughnessMap -LINEAR
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-
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- // Texture of the emissive parts of the material
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- Texture2D EmissiveMap
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-
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- // Normal map
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- Texture2D NormalMap -LINEAR
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- // The scalar parameter applied to each normal vector of the normal map
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- Float NormalScale
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-
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- //The type of normal map: -1.0 (DirectX), 1.0 (OpenGl)
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- Float NormalType : -1.0
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-
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- // For Spec gloss pipeline
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- Boolean UseSpecGloss
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- Texture2D SpecularMap
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- Texture2D GlossinessMap
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- Texture2D SpecularGlossinessMap
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- Color Specular : 1.0 1.0 1.0 1.0
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- Float Glossiness : 1.0
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-
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- // Parallax/height map
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- Texture2D ParallaxMap -LINEAR
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-
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- // Specular-AA
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- Boolean UseSpecularAA : true
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- // screen space variance,Use the slider to set the strength of the geometric specular anti-aliasing effect between 0 and 1. Higher values produce a blurrier result with less aliasing.
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- Float SpecularAASigma
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- // clamping threshold,Use the slider to set a maximum value for the offset that HDRP subtracts from the smoothness value to reduce artifacts.
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- Float SpecularAAKappa
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-
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- //Set to true if parallax map is stored in the alpha channel of the normal map
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- Boolean PackedNormalParallax
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-
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- //Sets the relief height for parallax mapping
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- Float ParallaxHeight : 0.05
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-
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- //Set to true to activate Steep Parallax mapping
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- Boolean SteepParallax
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-
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- //Horizon fade
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- Boolean HorizonFade
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-
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- // Set to Use Lightmap
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- Texture2D LightMap
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-
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- // A scalar multiplier controlling the amount of occlusion applied.
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- // A value of `0.0` means no occlusion. A value of `1.0` means full occlusion.
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- Float AoStrength
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-
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- // Set to use TexCoord2 for the lightmap sampling
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- Boolean SeparateTexCoord
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- // the light map is a grayscale ao map, only the r channel will be read.
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- Boolean LightMapAsAOMap
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- Boolean AoPackedInMRMap
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- //shadows
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- Int FilterMode
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- Boolean HardwareShadows
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-
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- Texture2D ShadowMap0
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- Texture2D ShadowMap1
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- Texture2D ShadowMap2
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- Texture2D ShadowMap3
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- //pointLights
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- Texture2D ShadowMap4
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- Texture2D ShadowMap5
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-
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- Float ShadowIntensity
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- Vector4 Splits
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- Vector2 FadeInfo
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-
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- Matrix4 LightViewProjectionMatrix0
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- Matrix4 LightViewProjectionMatrix1
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- Matrix4 LightViewProjectionMatrix2
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- Matrix4 LightViewProjectionMatrix3
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- //pointLight
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- Matrix4 LightViewProjectionMatrix4
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- Matrix4 LightViewProjectionMatrix5
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- Vector3 LightPos
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- Vector3 LightDir
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-
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- Float PCFEdge
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- Float ShadowMapSize
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-
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- // For hardware skinning
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- Int NumberOfBones
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- Matrix4Array BoneMatrices
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-
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- // For Morph animation
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- FloatArray MorphWeights
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- Int NumberOfMorphTargets
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- Int NumberOfTargetsBuffers
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-
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- // For instancing
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- Boolean UseInstancing
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-
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- // For Vertex Color
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- Boolean UseVertexColor
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-
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- Boolean BackfaceShadows : false
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-
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- Boolean UseVertexColorsAsSunIntensity
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- Float StaticSunIntensity
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- Boolean BrightenIndoorShadows
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-
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- Int DebugValuesMode
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- // debugs the final value of the selected layer as a color output:
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- // Layers:
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- // 0 - albedo (unshaded)
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- // 1 - normals
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- // 2 - roughness
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- // 3 - metallic
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- // 4 - ao
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- // 5 - emissive
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- }
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-
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- Technique {
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- LightMode SinglePassAndImageBased
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-
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- VertexShader GLSL300 GLSL150 GLSL110: Common/MatDefs/Light/modular/PBRLighting.vert
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- FragmentShader GLSL300 GLSL150 GLSL110: Common/MatDefs/Light/modular/PBRLighting.frag
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-
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- WorldParameters {
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- WorldViewProjectionMatrix
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- CameraPosition
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- WorldMatrix
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- WorldNormalMatrix
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- ViewProjectionMatrix
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- ViewMatrix
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- }
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-
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- Defines {
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- BOUND_DRAW_BUFFER: BoundDrawBuffer
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- BASECOLORMAP : BaseColorMap
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- NORMALMAP : NormalMap
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- NORMALSCALE : NormalScale
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- METALLICMAP : MetallicMap
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- ROUGHNESSMAP : RoughnessMap
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- EMISSIVEMAP : EmissiveMap
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- EMISSIVE : Emissive
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- SPECGLOSSPIPELINE : UseSpecGloss
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- PARALLAXMAP : ParallaxMap
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- NORMALMAP_PARALLAX : PackedNormalParallax
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- STEEP_PARALLAX : SteepParallax
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- LIGHTMAP : LightMap
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- SEPARATE_TEXCOORD : SeparateTexCoord
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- DISCARD_ALPHA : AlphaDiscardThreshold
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- NUM_BONES : NumberOfBones
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- INSTANCING : UseInstancing
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- USE_PACKED_MR: MetallicRoughnessMap
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- USE_PACKED_SG: SpecularGlossinessMap
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- SPECULARMAP : SpecularMap
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- SPECULAR_AA : UseSpecularAA
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- SPECULAR_AA_SCREEN_SPACE_VARIANCE : SpecularAASigma
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- SPECULAR_AA_THRESHOLD : SpecularAAKappa
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- GLOSSINESSMAP : GlossinessMap
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- NORMAL_TYPE: NormalType
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- VERTEX_COLOR : UseVertexColor
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- AO_MAP: LightMapAsAOMap
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- AO_PACKED_IN_MR_MAP : AoPackedInMRMap
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- AO_STRENGTH : AoStrength
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- NUM_MORPH_TARGETS: NumberOfMorphTargets
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- NUM_TARGETS_BUFFERS: NumberOfTargetsBuffers
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- HORIZON_FADE: HorizonFade
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- USE_VERTEX_COLORS_AS_SUN_INTENSITY : UseVertexColorsAsSunIntensity
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- STATIC_SUN_INTENSITY : StaticSunIntensity
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- BRIGHTEN_INDOOR_SHADOWS : BrightenIndoorShadows
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- DEBUG_VALUES_MODE : DebugValuesMode
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- }
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- }
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-
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-
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- Technique PreShadow {
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-
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- VertexShader GLSL300 GLSL150 GLSL100: Common/MatDefs/Shadow/PreShadow.vert
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- FragmentShader GLSL300 GLSL150 GLSL100: Common/MatDefs/Shadow/PreShadowPBR.frag
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-
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- WorldParameters {
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- WorldViewProjectionMatrix
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- WorldViewMatrix
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- ViewProjectionMatrix
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- ViewMatrix
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- }
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-
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- Defines {
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- BOUND_DRAW_BUFFER: BoundDrawBuffer
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- DISCARD_ALPHA : AlphaDiscardThreshold
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- NUM_BONES : NumberOfBones
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- INSTANCING : UseInstancing
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- NUM_MORPH_TARGETS: NumberOfMorphTargets
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- NUM_TARGETS_BUFFERS: NumberOfTargetsBuffers
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- }
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-
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- ForcedRenderState {
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- FaceCull Off
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- DepthTest On
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- DepthWrite On
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- PolyOffset 5 3
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- ColorWrite Off
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- }
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-
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- }
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-
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-
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- Technique PostShadow {
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- VertexShader GLSL310 GLSL300 GLSL150 GLSL100: Common/MatDefs/Shadow/PostShadow.vert
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- FragmentShader GLSL310 GLSL300 GLSL150 GLSL100: Common/MatDefs/Shadow/PostShadowPBR.frag
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-
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- WorldParameters {
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- WorldViewProjectionMatrix
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- WorldMatrix
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- ViewProjectionMatrix
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- ViewMatrix
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- }
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-
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- Defines {
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- BOUND_DRAW_BUFFER: BoundDrawBuffer
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- HARDWARE_SHADOWS : HardwareShadows
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- FILTER_MODE : FilterMode
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- PCFEDGE : PCFEdge
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- DISCARD_ALPHA : AlphaDiscardThreshold
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- SHADOWMAP_SIZE : ShadowMapSize
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- FADE : FadeInfo
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- PSSM : Splits
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- POINTLIGHT : LightViewProjectionMatrix5
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- NUM_BONES : NumberOfBones
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- INSTANCING : UseInstancing
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- BACKFACE_SHADOWS: BackfaceShadows
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- NUM_MORPH_TARGETS: NumberOfMorphTargets
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- NUM_TARGETS_BUFFERS: NumberOfTargetsBuffers
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- }
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-
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- ForcedRenderState {
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- Blend Modulate
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- DepthWrite Off
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- PolyOffset -0.1 0
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- }
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- }
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-
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- Technique PreNormalPass {
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-
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- VertexShader GLSL300 GLSL150 GLSL100 : Common/MatDefs/SSAO/normal.vert
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- FragmentShader GLSL300 GLSL150 GLSL100 : Common/MatDefs/SSAO/normal.frag
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-
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- WorldParameters {
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- WorldViewProjectionMatrix
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- WorldViewMatrix
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- NormalMatrix
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- ViewProjectionMatrix
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- ViewMatrix
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- }
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-
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- Defines {
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- BOUND_DRAW_BUFFER: BoundDrawBuffer
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- BASECOLORMAP_ALPHA : BaseColorMap
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- NUM_BONES : NumberOfBones
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- INSTANCING : UseInstancing
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- NUM_MORPH_TARGETS: NumberOfMorphTargets
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- NUM_TARGETS_BUFFERS: NumberOfTargetsBuffers
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- }
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-
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- }
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-
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- Technique Glow {
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-
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- VertexShader GLSL300 GLSL150 GLSL100: Common/MatDefs/Misc/Unshaded.vert
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- FragmentShader GLSL300 GLSL150 GLSL100: Common/MatDefs/Light/PBRGlow.frag
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-
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- WorldParameters {
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- WorldViewProjectionMatrix
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- ViewProjectionMatrix
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- ViewMatrix
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- }
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-
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- Defines {
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- HAS_EMISSIVEMAP : EmissiveMap
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- HAS_EMISSIVECOLOR : Emissive
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- BOUND_DRAW_BUFFER: BoundDrawBuffer
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- NEED_TEXCOORD1
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- NUM_BONES : NumberOfBones
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- INSTANCING : UseInstancing
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- NUM_MORPH_TARGETS: NumberOfMorphTargets
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- NUM_TARGETS_BUFFERS: NumberOfTargetsBuffers
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- }
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- }
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-
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-}
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