86393ba0a9
Adjust graph shader when advanced pipeline off, and no srgb prefilled texture when advanced pipeline off
136 lines
6.2 KiB
XML
136 lines
6.2 KiB
XML
<spshader>
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<!--
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Notice: boolean Y or N here is case-sensitive
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name: The name of the shader (cannot be empty), you have to make sure
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no duplicated name will be introduced, and "_skinned" word is
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reserved for automatic skinned mesh shader adding.
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fallback-shader: The name of the shader to be used when advanced
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lighting is off, make sure that shader is loaded first
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(default is empty). STK will load list of sps*.xml
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files in ascending order from a directory.
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transparent: If Y, than this shader will be used in transparent pass
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(default N).
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drawing-priority: The larger this number, the later the meshes using
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this shader will be drawn. Only useful in transparent
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shader where drawing order matters because of alpha
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blending (default 0 which means order doesn't
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matter).
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use-alpha-channel: If Y, this shader is going to access alpha channel
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from mesh texture layers. It's used to hint STK not
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to encode colorization mask for this material using
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this shader which it will overwrite the alpha
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channel (default N).
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use-tangents: If Y, than meshes using this shader will have tangents
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and bitangents defined and you can access them in shader
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(default N).
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srgb: Sample mesh texture layers in srgb or not (in 6 Ys / Ns), when
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advanced lighting is off, srgb will always be false,
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default (Y Y N N N N), even if any texture layer is unused in
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shader, you cannot skip it from the above Y / N array.
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You can only specific 1st and shadow pass of shader in .xml
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-->
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<shader-info name="solid" fallback-shader="" transparent="N"
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drawing-priority="0" use-alpha-channel="N" use-tangents="N"
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srgb="Y Y N N N N"/>
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<!--
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use-function: Specify function to be run before drawing meshes with
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this shader:
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alphaBlendUse will be suitable for drawing alpha blend material.
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additiveUse will be suitable for drawing additive material.
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ghostUse will be suitable for drawing object with translucent
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effect with face culling and depth buffer writing on.
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unuse-function: Specify function to be run after drawing meshes with
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this shader (none at the moment).
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vertex-shader: Specify the vertex shader, it will search in the
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directory of the location of this xml file first, if not
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found it will search in the official shader directory.
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Notice: if you use #stk_include in your shader file, STK
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will only search the include header in official shader
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directory.
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fragment-shader: Specify the fragment shader, searching rule is the
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same as above.
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skinned-mesh-shader: Specify the skinned mesh version of the vertex
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shader, searching rule is the same as above. You
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have to make sure the uniforms and the textures
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used in both skinned mesh / non-skinned mesh
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shader are the same.
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-->
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<first-pass use-function="" unuse-function="" vertex-shader="sp_pass.vert"
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fragment-shader="sp_solid.frag" skinned-mesh-shader="sp_skinning.vert">
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<prefilled-textures>
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<!--
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prefilled-textures: Define the prefilled textures used in
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shaders, they will be the same for all
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meshes drawn using this shader.
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name: Name of the texture used in shader (cannot be empty).
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file: Filename of the texture, it will search using the order
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in pushed texture searching directory
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(cannot be empty).
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srgb: Sample in srgb or not (specify in Y/N, default is N).
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When advanced lighting is off, srgb will always be
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false.
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sampler: nearest, nearest_clamped, bilinear,
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bilinear_clamped, trilinear, trilinear_clamped
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and semi_trilinear are possible right now, default
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is trilinear.
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Example:
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<prefilled-texture name="name_used_in_shader" file="texture.png"
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srgb="Y" sampler="trilinear"/>-->
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</prefilled-textures>
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</first-pass>
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<shadow-pass use-function="" unuse-function=""
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vertex-shader="sp_shadow.vert" fragment-shader="white.frag"
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skinned-mesh-shader="sp_skinning_shadow.vert">
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<uniforms>
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<!--
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uniforms: Define the uniforms in shader with the name of the
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type (int, float, mat4, vec4, vec3, vec2).
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-->
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<uniform name="layer" type="int"/>
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</uniforms>
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</shadow-pass>
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<!--
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uniform-assigners: List of uniform assigners functions to be auto-run
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when "use" the shader which set the above uniforms,
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currently there are:
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shadowCascadeUniformAssigner will set the current shadow
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cascade being drawn.
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windDirectionUniformAssigner will set the wind direction.
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zeroAlphaUniformAssigner should be used in transparent shader.
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fogUniformAssigner will set 0 / 1 if fog is enabled in track.
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ghostAlphaUniformAssigner will set ghost (kart) color based on sun
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color of track.
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You have to specify the uniform name in shader together with the
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bundled uniform-assigners.
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-->
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<uniform-assigners>
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<uniform-assigner name="layer"
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function="shadowCascadeUniformAssigner"/>
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</uniform-assigners>
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</spshader>
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