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Documentation/Tools/SCS Blender Tools/Supported shaders

4,594 bytes added, 14:37, 5 February 2016
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This is one of the most basic shader with diffuse and specular light featuring one texture. Specular light is used directly from value specified in material.
==== Useful Flavor Combinations flavor combinations ==== 
# '''"dif.a"''' - the areas on geometries where texture has alpha value 0 will be transparent. Example usage: grills, railings and ladders on far buildings.
# '''"dif.shadow"''' - uses geometry also as shadow caster. This type of shader shall be used only in the case of complex animated geometries, because cost of animation calculation may be greater than calculating shadows directly on high poly mesh.
# '''"dif.over"''' - in this case alpha map represent transparency blending of material, where alpha with value 0 means completely transparent and alpha with value 255 means non transparent.
=== dif.anim === Same as [[#dif]] with extra behaviour of blending over time between base and over texture. Extra auxiliary setting in this shader defines animation speed, meaning how quickly textures are switched. === dif.lum === Same as [[#dif]] with additional linear interpolation calculation between "dif" shader result and base texture RGB colors by factor of base texture alpha channel. As a result this shader will give you lit surfaces during the night, where amount of surface lit is donated by base texture alpha channel. Example usage of this shader are dashboard and gps surfaces in truck inside Euro Truck Simulator 2 game. ==== Useful flavor combinations ====# '''"dif.lum.decal.over"''' - decal part of shader name donates ability to use lightning model from the surfaces lying behind geometries using this shader and over part of shader name represent transparency blending of material, where alpha with value 0 means completely transparent and alpha with value 255 means non transparent. Example usage of this shader are lit icons on buttons in truck cabin which shall be:# lit to reflect effect of back light,# transparent around icon to blend on the button below,# use the lightning model from the surface below again for blending on the button surface. === dif.lum.spec === Similar as [[#dif.lum]] with difference that surface has additional specular map shading as [[#dif.spec]]. 
=== dif.spec ===
Basic shader with diffuse and specular light featuring one texture. Alpha of the texture represents intensity of specular light. ==== Useful flavor combinations ====# '''"dif.spec.a"''' - making transparent areas where texture has alpha with value 0.# '''"dif.spec.over"''' - texture alpha channel also represent transparency blending of material, where alpha with value 0 means completely transparent and alpha with value 255 means non transparent.# '''"dif.spec.shadow"''' - uses geometry also as shadow caster. This type of shader shall be used only in the case of complex animated geometries, because cost of animation calculation may be greater than calculating shadows directly on high poly mesh.# '''"dif.spec.shadow.a"''' - with enabled shadow calculations over alpha channel which means that areas of geometry which will be transparent also won't cast shadows.# '''"dif.spec.tsnmap.shadow"''' - with extra texture defining normal maps and using geometries for shadow casters. Both textures are using same UV layer. This type of shader shall be used only in the case of complex animated geometries, because cost of animation calculation may be greater than calculating shadows directly on high poly mesh. === dif.spec.add.env === Same as [[#dif.spec]] with additional reflection pass and texture. === Useful flavor combinations ===# '''"dif.spec.add.env.paint"''' - with usage of extra color defined in definition files. All areas on the base texture will be multiplied with extra color while in game. This shader is either used for AI cars or truck parts which should be painted with base truck color. 
=== dif.spec.add.env.nofresnel ===
Same as [[#dif.spec.add.env]] without fresnel attribute and computation, therefore is slightly cheaper to compute.
 
=== dif.spec.fade.dif.spec ===
Shader mostly used for rocks where one texture can be used as base and detail one.
 
Shader is fading between base and detail texture with assumption that detail texture is representing details of base texture (sounds like fractals). Therefore base and detail textures should use same texture file which has to be self-similar.
 
However blending details are defined with auxiliary values where:
 
* From - detail texture fade out start, represented as z-distance in meters
* Range - detail texture fade range, represented in meters
* Bias - strength of detail texture mixing with base texture
* UV Scale - UV layer scale factor for detail layer (as shader shall be using same textures for base and detail, this factor comes handy as user can use only one UV layer for base & detail and then this factor represents how UV layer will be rescaled for detail texture)
 
=== dif.spec.mult.dif.spec ===
Same as [[#dif.spec]] with one more texture which color and alpha is multiplied with base texture.
 
Example usage in Euro Truck Simulator 2 is trailer where company texture is multiplied with base texture of the trailer.
 
==== Useful flavor combinations ====
# '''"dif.spec.mult.dif.spec.tsnmap.shadow"''' - beside normal maps geometries with this material will also cast shadows. This type of shader shall be used only in the case of complex animated geometries, because cost of animation calculation may be greater than calculating shadows directly on high poly mesh.
 
=== dif.spec.mult.dif.spec.add.env ===
=== dif.spec.mult.dif.spec.iamod.dif.spec ===

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