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Shaders Custom Shaders Details
- Diffuse Base - UV0
- Specular Base - UV0
- NRM Base - UV0
- Diff Detail - UV1
- Spec Detail - UV1
- NRM Detail - UV1
- AO - UV1
- Model Mask - UV1
- User Mask
- created at runtime by recoloring system
- Used to lookup user-defined values
- Each pixel defines a specific property value; the location of the pixel determines what it defines
- Each user-configurable channel will consume X number of pixels
- Pixel arrangement to be done as if the texture was a linear array
- Albedo Color
- Specular Color
- Specular Amount
- Specular Hardness
- Brushed Metal
- Foam
- Standard Painted
- Mesh is assigned a 'material' from the materials library
_MinX - screen-space UV mask 0,0 -> 1,1
_MaxX - screen-space UV mask 0,0 -> 1,1
_MinY - screen-space UV mask 0,0 -> 1,1
_MaxY - screen-space UV mask 0,0 -> 1,1
_Multiplier - unknown, seems to be statically set to '2'
_MainTex - Main Texture. RGB or RGB-SpecA
_BumpMap - Normal map texture.
_RimColor - Part Mouse-over Highlighting (editor/flight).
_RimFalloff - Part Mouse-over Highlighting? seems to be statically set to '2'
_Opacity - Part Mouse-over Highlighting. Controls if a part should be transparent while in the editor while unattached to a craft. Also used for stock fairings and 'see through' parts/modules (service bays).
_TemperatureColor - blackbody radiation glow. Unknown if it also handles the 'temperature overlay' feature.
_EmissiveColor - Only used in IVA props for glowing button updating (status lights).
_Color - Only used in IVA props and 'GalaxyCubeControl' whatever that is...
_TintColor - Unused
upMatrix
localMatrix
_subdiv
_LayerTransparentFX - Unused