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10		<h1>&lt;ReflectanceRSampler&gt;</h1>
11		<h2>Description</h2>
12		<p>
13This is used with lookup tables for reflection components (Reflection R|Reflection G|Reflection B|Distribution 0|Distribution 1|Fresnel).<BR> <br> Hardware limitations affect the values that can be taken on by various attributes.<br> See documentation on basic graphics.<br> <br> This element takes &lt;ReferenceLookupTableCtr&gt; (representing a lookup table) and &lt;NullLookupTableCtr&gt; (when there are no settings) as children.<br>
14            </p>
15		<h2>Attributes</h2>
16		<table class="arguments">
17<thead><tr><td>Type</td><td>Attributes</td><td>Description</td></tr></thead><tr><td>LightingLookupTableInput</td><th>Input</th><td>
18            Input value for accessing lookup table.
19            </td></tr><tr><td /><th>IsAbs</th><td>
20            Flag for making an absolute value of the input value for accessing lookup table.
21            </td></tr><tr><td>LightingLookupTableScale</td><th>Scale</th><td>
22            Scale value by which to multiply the value output from the lookup table.
23            </td></tr></table>
24		<h2><CODE>LightingLookupTableInput</CODE> Enumerated Type</h2>
25		<table class="arguments">
26<thead><tr><td>Value</td><td>Description</td></tr></thead><tr><th>CosNormalHalf</th><td>The cosine of the angle formed from the normal and the half vector.</td></tr><tr><th>CosViewHalf</th><td>The cosine value of the angle formed from the normal vector and the half vector.</td></tr><tr><th>CosNormalView</th><td>The cosine value of the angle formed from the normal and the view vector.</td></tr><tr><th>CosLightNormal</th><td>The cosine value of the angle formed from the light vector and the normal.</td></tr><tr><th>CosLightSpot</th><td>The cosine value of the angle formed from the light vector and the spot direction vector.</td></tr><tr><th>CosPhi</th><td>The cosine value of the angle formed from the half vector's tangent projection vector and the tangent vector.</td></tr></table>
27		<h2><CODE>LightingLookupTableScale</CODE> Enumerated Type</h2>
28		<table class="arguments">
29<thead><tr><td>Value</td><td>Description</td></tr></thead><tr><th>Quarter</th><td>0.25x scale.</td></tr><tr><th>Half</th><td>0.5x scale.</td></tr><tr><th>One</th><td>1x scale.</td></tr><tr><th>Two</th><td>2x scale.</td></tr><tr><th>Four</th><td>4x scale.</td></tr><tr><th>Eight</th><td>8x scale.</td></tr></table>
30
31<h2>Example Output</h2>
32
33<table>
34<tr>
35<td><pre>
36&lt;Materials&gt;<br>
37    &lt;MaterialCtr Name=&quot;lambert2&quot; IsCompressible=&quot;true&quot; IsFragmentLightEnabled=&quot;true&quot; IsVertexLightEnabled=&quot;false&quot; IsHemiSphereLightEnabled=&quot;false&quot; IsHemiSphereOcclusionEnabled=&quot;false&quot; IsFogEnabled=&quot;false&quot; TextureCoordinateConfig=&quot;Config0120&quot; TranslucencyKind=&quot;Opaque&quot; ShaderProgramDescriptionIndex=&quot;-1&quot; ShaderBinaryKind=&quot;Default&quot;&gt;<br>
38        &lt;ShaderReference /&gt;<br>
39        &lt;MaterialColor VertexColorScale=&quot;1&quot;&gt;<br>
40            &lt;Emission R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;0&quot; /&gt;<br>
41            &lt;Ambient R=&quot;1&quot; G=&quot;1&quot; B=&quot;1&quot; A=&quot;0&quot; /&gt;<br>
42            &lt;Diffuse R=&quot;1&quot; G=&quot;1&quot; B=&quot;1&quot; A=&quot;1&quot; /&gt;<br>
43            &lt;Specular0 R=&quot;1&quot; G=&quot;1&quot; B=&quot;1&quot; A=&quot;0&quot; /&gt;<br>
44            &lt;Specular1 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;0&quot; /&gt;<br>
45            &lt;Constant0 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
46            &lt;Constant1 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
47            &lt;Constant2 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
48            &lt;Constant3 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
49            &lt;Constant1 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
50            &lt;Constant5 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
51        &lt;/MaterialColor&gt;<br>
52        &lt;Rasterization CullingMode=&quot;BackFace&quot; IsPolygonOffsetEnabled=&quot;false&quot; PolygonOffsetFactor=&quot;0&quot; PolygonOffsetUnit=&quot;0&quot; /&gt;<br>
53        &lt;TextureCoordinators&gt;<br>
54            &lt;TextureCoordinatorCtr SourceCoordinate=&quot;0&quot; MappingMethod=&quot;UvCoordinateMap&quot; ReferenceCamera=&quot;0&quot; MatrixMode=&quot;DccMaya&quot; ScaleS=&quot;1&quot; ScaleT=&quot;1&quot; Rotate=&quot;0&quot; TranslateS=&quot;0&quot; TranslateT=&quot;0&quot; /&gt;<br>
55        &lt;/TextureCoordinators&gt;<br>
56        &lt;TextureMappers&gt;<br>
57            &lt;PixelBasedTextureMapperCtr&gt;<br>
58                &lt;TextureReference&gt;Textures[&quot;Number.1&quot;]@file:Textures/Number.1.ctex&lt;/TextureReference&gt;<br>
59                &lt;StandardTextureSamplerCtr MinFilter=&quot;Linear&quot; MagFilter=&quot;Linear&quot; WrapS=&quot;Repeat&quot; WrapT=&quot;Repeat&quot; MinLod=&quot;0&quot; LodBias=&quot;0&quot;&gt;<br>
60                    &lt;BorderColor R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
61                &lt;/StandardTextureSamplerCtr&gt;<br>
62            &lt;/PixelBasedTextureMapperCtr&gt;<br>
63        &lt;/TextureMappers&gt;<br>
64        &lt;FragmentShader LayerConfig=&quot;ConfigurationType0&quot;&gt;<br>
65            &lt;BufferColor R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
66            &lt;FragmentBump BumpTextureIndex=&quot;Texture0&quot; BumpMode=&quot;NotUsed&quot; IsBumpRenormalize=&quot;false&quot; /&gt;<br>
67            &lt;FragmentLighting FresnelConfig=&quot;No&quot; IsClampHighLight=&quot;false&quot; IsDistribution0Enabled=&quot;false&quot; IsDistribution1Enabled=&quot;false&quot; IsGeometricFactor0Enabled=&quot;false&quot; IsGeometricFactor1Enabled=&quot;false&quot; IsReflectionEnabled=&quot;false&quot; /&gt;<br>
68            &lt;FragmentLightingTable&gt;<br>
69                <strong>&lt;ReflectanceRSampler IsAbs=&quot;true&quot; Input=&quot;CosNormalHalf&quot; Scale=&quot;One&quot;&gt;</strong><br>
70                    &lt;ReferenceLookupTableCtr TableName=&quot;LookupTable_1&quot;&gt;<br>
71                        &lt;LookupTableSetContentReferenceCtr&gt;LookupTableSetContents[&quot;LookupTableSetContentCtr1&quot;]@file:LookupTableSetContentCtr1.clts&lt;/LookupTableSetContentReferenceCtr&gt;<br>
72                  &lt;/ReferenceLookupTableCtr&gt;<br>
73                <strong>&lt;/ReflectanceRSampler&gt;</strong><br>
74                &lt;ReflectanceGSampler IsAbs=&quot;true&quot; Input=&quot;CosNormalHalf&quot; Scale=&quot;One&quot;&gt;<br>
75                    &lt;NullLookupTableCtr /&gt;<br>
76                &lt;/ReflectanceGSampler&gt;<br>
77                &lt;ReflectanceBSampler IsAbs=&quot;true&quot; Input=&quot;CosNormalHalf&quot; Scale=&quot;One&quot;&gt;<br>
78                    &lt;NullLookupTableCtr /&gt;<br>
79                &lt;/ReflectanceBSampler&gt;<br>
80                &lt;Distribution0Sampler IsAbs=&quot;true&quot; Input=&quot;CosNormalHalf&quot; Scale=&quot;One&quot;&gt;<br>
81                    &lt;NullLookupTableCtr /&gt;<br>
82                &lt;/Distribution0Sampler&gt;<br>
83                &lt;Distribution1Sampler IsAbs=&quot;true&quot; Input=&quot;CosNormalHalf&quot; Scale=&quot;One&quot;&gt;<br>
84                    &lt;NullLookupTableCtr /&gt;<br>
85                &lt;/Distribution1Sampler&gt;<br>
86                &lt;FresnelSampler IsAbs=&quot;true&quot; Input=&quot;CosNormalHalf&quot; Scale=&quot;One&quot;&gt;<br>
87                    &lt;NullLookupTableCtr /&gt;<br>
88                &lt;/FresnelSampler&gt;<br>
89            &lt;/FragmentLightingTable&gt;<br>
90            &lt;TextureCombiners&gt;<br>
91                &lt;TextureCombinerCtr CombineRgb=&quot;Modulate&quot; CombineAlpha=&quot;Modulate&quot; ScaleRgb=&quot;One&quot; ScaleAlpha=&quot;One&quot; Constant=&quot;Constant0&quot; BufferInputRgb=&quot;PreviousBuffer&quot; BufferInputAlpha=&quot;PreviousBuffer&quot;&gt;<br>
92                    &lt;SourceRgb Source0=&quot;FragmentPrimaryColor&quot; Source1=&quot;Texture0&quot; Source2=&quot;Constant&quot; /&gt;<br>
93                    &lt;OperandRgb Operand0=&quot;Color&quot; Operand1=&quot;Color&quot; Operand2=&quot;Color&quot; /&gt;<br>
94                    &lt;SourceAlpha Source0=&quot;PrimaryColor&quot; Source1=&quot;Texture0&quot; Source2=&quot;Constant&quot; /&gt;<br>
95                    &lt;OperandAlpha Operand0=&quot;Alpha&quot; Operand1=&quot;Alpha&quot; Operand2=&quot;Alpha&quot; /&gt;<br>
96                &lt;/TextureCombinerCtr&gt;<br>
97            &lt;/TextureCombiners&gt;<br>
98            &lt;AlphaTest IsTestEnabled=&quot;false&quot; TestFunction=&quot;Always&quot; TestReference=&quot;0&quot; /&gt;<br>
99        &lt;/FragmentShader&gt;<br>
100        &lt;FragmentOperation&gt;<br>
101            &lt;DepthOperation IsTestEnabled=&quot;true&quot; TestFunction=&quot;Less&quot; IsMaskEnabled=&quot;true&quot; /&gt;<br>
102            &lt;BlendOperation Mode=&quot;NotUsed&quot; LogicOperation=&quot;Copy&quot;&gt;<br>
103                &lt;RgbParameter BlendFunctionSource=&quot;SourceAlpha&quot; BlendFunctionDestination=&quot;OneMinusSourceAlpha&quot; BlendEquation=&quot;FuncAdd&quot; /&gt;<br>
104                &lt;AlphaParameter BlendFunctionSource=&quot;One&quot; BlendFunctionDestination=&quot;Zero&quot; BlendEquation=&quot;FuncAdd&quot; /&gt;<br>
105                &lt;BlendColor R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
106            &lt;/BlendOperation&gt;<br>
107        &lt;/FragmentOperation&gt;<br>
108    &lt;/MaterialCtr&gt;<br>
109&lt;/Materials&gt;<br>
110</pre></td>
111</tr></table>
112	<hr><p>CONFIDENTIAL</p></body>
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