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class Shader extends RenderedMaterial editinlinenew native; var() editinlineuse Material Diffuse; var() editinlineuse Material Opacity; #if IG_BUMPMAP // rowan: bumpmap Material params var() editinlineuse Material NormalMap; var() editinlineuse Cubemap PerPixelReflection; var() editinlineuse Material PerPixelReflectionMask; var() enum EPerPixelSpecular { PP_None, PP_Low, PP_Medium, PP_High, } PerPixelSpecular; var() enum EPerPixelSpecularType { ST_AlgorithmicRV, ST_AlgorithmicNH, } PerPixelSpecularType; var() byte PerPixelSpecularBrightness; #endif // IG var() editinlineuse Material Specular; var() editinlineuse Material SpecularityMask; var() editinlineuse Material SelfIllumination; var() editinlineuse Material SelfIlluminationMask; #if IG_GLOW // rowan: can override the selfiluum channel for glow effect if we want var() byte GlowBrightness; var() editinlineuse Material GlowMapOverride; var() editinlineuse Material GlowMaskOverride; #endif var() editinlineuse Material Detail; var() float DetailScale; var() enum EOutputBlending { OB_Normal, OB_Masked, OB_Modulate, #if IG_TRIBES3 // rowan: need this for flame effects OB_AlphaTranslucent, #endif OB_Translucent, OB_Invisible, OB_Brighten, OB_Darken, #if IG_SHARED // rowan: need this for foilage OB_Feathered, #endif } OutputBlending; #if IG_SHARED // rowan: shader LOD settings var(ShaderLOD) bool bAllowSelfIlluminationLOD; #endif var() bool TwoSided; var() bool Wireframe; var bool ModulateStaticLighting2X; var() bool PerformLightingOnSpecularPass; #if IG_SHARED // Paul: functions to retreive the uSize & vSize of the material function int GetUSize() { if( Diffuse != None) return Diffuse.GetUSize(); if( SelfIllumination != None) return SelfIllumination.GetUSize(); return 0; } function int GetVSize() { if( Diffuse != None) return Diffuse.GetVSize(); if( SelfIllumination != None) return SelfIllumination.GetVSize(); return 0; } #endif function Reset() { if(Diffuse != None) Diffuse.Reset(); if(Opacity != None) Opacity.Reset(); if(Specular != None) Specular.Reset(); if(SpecularityMask != None) SpecularityMask.Reset(); if(SelfIllumination != None) SelfIllumination.Reset(); if(SelfIlluminationMask != None) SelfIlluminationMask.Reset(); if(FallbackMaterial != None) FallbackMaterial.Reset(); } function Trigger( Actor Other, Actor EventInstigator ) { if(Diffuse != None) Diffuse.Trigger(Other,EventInstigator); if(Opacity != None) Opacity.Trigger(Other,EventInstigator); if(Specular != None) Specular.Trigger(Other,EventInstigator); if(SpecularityMask != None) SpecularityMask.Trigger(Other,EventInstigator); if(SelfIllumination != None) SelfIllumination.Trigger(Other,EventInstigator); if(SelfIlluminationMask != None) SelfIlluminationMask.Trigger(Other,EventInstigator); if(FallbackMaterial != None) FallbackMaterial.Trigger(Other,EventInstigator); } defaultproperties { DetailScale=8.0 //#if IG_RENDERER // rowan: set Materialtype for quick casts MaterialType = MT_Shader //#endif //#if IG_BUMPMAP // rowan: default specular brightness PerPixelSpecularBrightness = 255 //#endif //#if IG_GLOW // rowan: default glow brightness GlowBrightness = 127 //#endif bAllowSelfIlluminationLOD = true } |
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