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Documentation/Tools/SCS Blender Tools/Supported shaders

6 bytes removed, 04:36, 18 November 2023
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Use this material if you want your building windows to reflect at day-time and be lit at night. It shall be more or less used on distant "panorama" buildings as they don't need advanced features from [[#window.day|window.day]] / [[#window.night|window.night]].
It effectively switches two materials depending on the time of the day. During the day it uses [[#dif.spec.add.env|dif.spec.add.env]] material with texture for reflections and at night switches to [[#dif.lum.spec|dif.lum.spec]] in order for windows to light be lit at the night.
The texture must have alpha channel on places where it should have reflections and light at night.
Same as [[#building.add.env.day|building.add.env.day]] without reflection component.
It effectively switches two materials depending on the time of the day. During the day it uses [[#dif.spec|dif.spec]] material where alpha is used as specular map and at night switches to [[#dif.lum.spec|dif.lum.spec]] in order for windows to light be lit at the night.
=== building.lvcol.day ===
Same as [[#dif.spec|dif.spec]] with modified specular light.
It's mostly used for roads and asphalts, due to the distinct feel of specularity and diffuse properties of such surfaces.
=== dif.spec.weight.add.env ===
=== glass ===
Glass material which uses base texture alpha for specular map and it's also controled controlled by tint parameters:
* Tint - color for glass
* Tint Opacity - mixing factor between transparent and opaque glass
Depending on the type of glass and it's its usage user should properly choose reflection texture.
=== grass ===
Shader used in special cases for static not moving grass.
It's Its result is the same as [[#dif|dif]] with transparency controlled by multiplication between vertex alpha color and base texture alpha channel.
Normals on the meshes using this shader are ignored as shader always uses normals up as lighting applied to mesh should more-or-less match the ground (assuming ground is flat).
<li><p>'''&quot;truckpaint.tsnmap.airbrush&quot;''' - with extra texture defining normal maps. Both textures are using same UV layer. Beside normal maps shader also features &quot;truckpaint.airbrush&quot; extension.</p></li>
<li><p>'''&quot;truckpaint.tsnmap.airbrush.altuv&quot;''' - with extra texture defining normal maps. Both textures are using same UV layer. Beside normal maps shader also features &quot;truckpaint.altuv&quot; and &quot;truckpaint.airbrush&quot; extensions.</p></li>
<li><p>'''&quot;truckpaint.tsnmapuv&quot;''' - with extra texture defining normal maps using it's its own UV layer.</p></li><li><p>'''&quot;truckpaint.tsnmapuv.altuv&quot;''' - with extra texture defining normal maps using it's its own UV layer. Beside normal maps shader also features &quot;truckpaint.altuv&quot; extension.</p></li><li><p>'''&quot;truckpaint.tsnmapuv.airbrush&quot;''' - with extra texture defining normal maps using it's its own UV layer. Beside normal maps shader also features &quot;truckpaint.airbrush&quot; extension.</p></li><li><p>'''&quot;truckpaint.tsnmapuv.airbrush.altuv&quot;''' - with extra texture defining normal maps using it's its own UV layer. Beside normal maps shader also features &quot;truckpaint.altuv&quot; and &quot;truckpaint.airbrush&quot; extensions.</p></li></ol>
=== unlit.tex ===
# '''tsnmap''' - adds extra texture slot for 8-bit normal maps texture and uses same UV mapping as base texture,
# '''tsnmap16''' - adds extra texture slot for 16-bit normal maps texture and uses same UV mapping as base texture,
# '''tsnmapuv''' - adds extra texture slot for 8-bit normal maps texture and uses it's its own UV mapping layer,# '''tsnmapuv16''' - adds extra texture slot for 16-bit normal maps texture and uses it's its own UV mapping layer.
=== nocull ===
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