OpenGL2: Add normalScale and parallaxDepth stage keywords and helper cvars.
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7 changed files with 224 additions and 45 deletions
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@ -203,6 +203,44 @@ Cvars for advanced material usage:
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0 - No. (default)
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1 - Yes.
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r_baseSpecular - Set the specular reflectance of materials
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which don't include a specular map or
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use the specularReflectance keyword.
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0 - No.
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0.04 - Realistic. (default)
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1.0 - Ack.
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r_baseGloss - Set the glossiness of materials which don't
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include a specular map or use the
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specularExponent keyword.
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0 - Rough.
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0.3 - Default.
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1.0 - Shiny.
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r_baseNormalX - Set the scale of the X values from normal
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maps when the normalScale keyword is not
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used.
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-1 - Flip X.
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0 - Ignore X.
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1 - Normal X. (default)
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2 - Double X.
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r_baseNormalY - Set the scale of the Y values from normal
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maps when the normalScale keyword is not
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used.
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-1 - Flip Y.
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0 - Ignore Y.
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1 - Normal Y. (default)
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2 - Double Y.
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r_baseParallax - Sets the scale of the parallax effect for
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materials when the parallaxDepth keyword
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is not used.
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0 - No depth.
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0.01 - Pretty smooth.
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0.05 - Standard depth. (default)
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0.1 - Looks broken.
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Cvars for image interpolation and generation:
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r_imageUpsample - Use interpolation to artifically increase
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the resolution of all textures. Looks good
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@ -362,6 +400,8 @@ Here's an example of a material stored in one, showing off some new features:
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{
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stage normalparallaxmap
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map textures/abandon/grass3_1024_n.png
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normalScale 1 1
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parallaxDepth 0.05
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}
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{
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stage specularmap
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@ -401,7 +441,16 @@ they mean:
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alpha channel of the specular map, so if it were set to 16, and the alpha
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channel of the specular map was set to 0.5, then the shininess would be
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set to 8. Default 256.
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normalScale <x> <y>
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- State the X and Y scales of the normal map. This is useful for increasing
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or decreasing the "strength" of the normal map, or entering negative values
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to flip the X and/or Y values. Default 1 1.
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parallaxDepth <value>
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- State the maximum depth of the parallax map. This is a fairly sensitive
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value, and I recommend the default or lower. Default 0.05.
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An important note is that normal and specular maps influence the diffuse map
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declared before them, so materials like this are possible:
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