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6		<title>MaterialCtr</title>
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10		<h1>&lt;MaterialCtr&gt;</h1>
11		<h2>Description</h2>
12		<p>
13This tag is for materials. Children of this tag include various colors, culling, texture members, fragment shaders, and fragment operations.
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 /><th>FogIndex</th><td>
18            Fog index.
19            </td></tr><tr><td /><th>IsCompressible</th><td>
20            Flag indicating whether material can be compressed.
21            </td></tr><tr><td /><th>IsFogEnabled</th><td>
22            Flag for enabling fog.
23            </td></tr><tr><td /><th>IsFragmentLightEnabled</th><td>
24            Flag for enabling fragment lighting.
25            </td></tr><tr><td /><th>IsHemiSphereLightEnabled</th><td>
26            Flag for enabling hemispherical lighting.
27            </td></tr><tr><td /><th>IsHemiSphereOcclusionEnabled</th><td>
28            Flag for enabling occlusion with hemispherical lighting.
29            </td></tr><tr><td /><th>IsVertexLightEnabled</th><td>
30            Flag for enabling vertex lighting.
31            </td></tr><tr><td /><th>LightSetIndex</th><td>
32            The index of a light set.
33            </td></tr><tr><td /><th>Name</th><td>
34            Name.
35            </td></tr><tr><td>ShaderBinaryKindCtr</td><th>ShaderBinaryKind</th><td>
36            The type of shader binary.
37            </td></tr><tr><td /><th>ShaderProgramDescriptionIndex</th><td>
38            The index when referencing shader program settings.
39            </td></tr><tr><td>TextureCoordinateConfigCtr</td><th><CODE>TextureCoordinateConfig</CODE></th><td>
40            The unit assignment setting for texture coordinates.
41            </td></tr><tr><td>TranslucencyKindCtr</td><th>TranslucencyKind</th><td>
42            Type of translucency.
43            </td></tr></table>
44		<h2>ShaderBinaryKindCtr Enumerated Type</h2>
45		<table class="arguments">
46<thead><tr><td>Value</td><td>Description</td></tr></thead><tr><th>Default</th><td>
47            Standard shader.
48            </td></tr><tr><th>Particle</th><td>
49            Particle shader.
50            </td></tr></table>
51		<h2>TextureCoordinateConfigCtr Enumerated Types</h2>
52		<table class="arguments">
53<thead><tr><td>Value</td><td>Description</td></tr></thead><tr><th>Config0120</th><td>Assigns coordinate numbers 0, 1, 2, 0 to units.</td></tr><tr><th>Config0110</th><td>Assigns coordinate numbers 0, 1, 1, 0 to units.</td></tr><tr><th>Config0111</th><td>Assigns coordinate numbers 0, 1, 1, 1 to units.</td></tr><tr><th>Config0112</th><td>Assigns coordinate numbers 0, 1, 1, 2 to units.</td></tr><tr><th>Config0121</th><td>Assigns coordinate numbers 0, 1, 2, 1 to units.</td></tr><tr><th>Config0122</th><td>Assigns coordinate numbers 0, 1, 2, 2 to units.</td></tr></table>
54		<h2>TranslucencyKindCtr Enumerated Type</h2>
55		<table class="arguments">
56<thead><tr><td>Value</td><td>Description</td></tr></thead><tr><th>Opaque</th><td>
57            Identifier for opaque materials.
58            </td></tr><tr><th>Translucent</th><td>
59            Identifier for semi-transparent materials.
60            </td></tr><tr><th>Subtractive</th><td>
61            Identifier for materials that undergo subtractive combination.
62            </td></tr><tr><th>Additive</th><td>
63            Identifier for materials that undergo additive combination.
64            </td></tr></table>
65
66<h2>Example Output</h2>
67
68<table>
69<tr>
70<td><pre>
71&lt;Materials&gt;<br>
72    <strong>&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;</strong><br>
73        &lt;ShaderReference /&gt;<br>
74        &lt;MaterialColor VertexColorScale=&quot;1&quot;&gt;<br>
75            &lt;Emission R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;0&quot; /&gt;<br>
76            &lt;Ambient R=&quot;1&quot; G=&quot;1&quot; B=&quot;1&quot; A=&quot;0&quot; /&gt;<br>
77            &lt;Diffuse R=&quot;1&quot; G=&quot;1&quot; B=&quot;1&quot; A=&quot;1&quot; /&gt;<br>
78            &lt;Specular0 R=&quot;1&quot; G=&quot;1&quot; B=&quot;1&quot; A=&quot;0&quot; /&gt;<br>
79            &lt;Specular1 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;0&quot; /&gt;<br>
80            &lt;Constant0 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
81            &lt;Constant1 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
82            &lt;Constant2 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
83            &lt;Constant3 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
84            &lt;Constant1 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
85            &lt;Constant5 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
86        &lt;/MaterialColor&gt;<br>
87        &lt;Rasterization CullingMode=&quot;BackFace&quot; IsPolygonOffsetEnabled=&quot;false&quot; PolygonOffsetFactor=&quot;0&quot; PolygonOffsetUnit=&quot;0&quot; /&gt;<br>
88        &lt;TextureCoordinators&gt;<br>
89            &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>
90        &lt;/TextureCoordinators&gt;<br>
91        &lt;TextureMappers&gt;<br>
92            &lt;PixelBasedTextureMapperCtr&gt;<br>
93                &lt;TextureReference&gt;Textures[&quot;Number.1&quot;]@file:Textures/Number.1.ctex&lt;/TextureReference&gt;<br>
94                &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>
95                    &lt;BorderColor R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
96                &lt;/StandardTextureSamplerCtr&gt;<br>
97            &lt;/PixelBasedTextureMapperCtr&gt;<br>
98        &lt;/TextureMappers&gt;<br>
99        &lt;FragmentShader LayerConfig=&quot;ConfigurationType0&quot;&gt;<br>
100            &lt;BufferColor R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
101            &lt;FragmentBump BumpTextureIndex=&quot;Texture0&quot; BumpMode=&quot;NotUsed&quot; IsBumpRenormalize=&quot;false&quot; /&gt;<br>
102            &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>
103            &lt;FragmentLightingTable&gt;<br>
104                &lt;ReflectanceRSampler IsAbs=&quot;true&quot; Input=&quot;CosNormalHalf&quot; Scale=&quot;One&quot;&gt;<br>
105                    &lt;NullLookupTableCtr /&gt;<br>
106                &lt;/ReflectanceRSampler&gt;<br>
107                &lt;ReflectanceGSampler IsAbs=&quot;true&quot; Input=&quot;CosNormalHalf&quot; Scale=&quot;One&quot;&gt;<br>
108                    &lt;NullLookupTableCtr /&gt;<br>
109                &lt;/ReflectanceGSampler&gt;<br>
110                &lt;ReflectanceBSampler IsAbs=&quot;true&quot; Input=&quot;CosNormalHalf&quot; Scale=&quot;One&quot;&gt;<br>
111                    &lt;NullLookupTableCtr /&gt;<br>
112                &lt;/ReflectanceBSampler&gt;<br>
113                &lt;Distribution0Sampler IsAbs=&quot;true&quot; Input=&quot;CosNormalHalf&quot; Scale=&quot;One&quot;&gt;<br>
114                    &lt;NullLookupTableCtr /&gt;<br>
115                &lt;/Distribution0Sampler&gt;<br>
116                &lt;Distribution1Sampler IsAbs=&quot;true&quot; Input=&quot;CosNormalHalf&quot; Scale=&quot;One&quot;&gt;<br>
117                    &lt;NullLookupTableCtr /&gt;<br>
118                &lt;/Distribution1Sampler&gt;<br>
119                &lt;FresnelSampler IsAbs=&quot;true&quot; Input=&quot;CosNormalHalf&quot; Scale=&quot;One&quot;&gt;<br>
120                    &lt;NullLookupTableCtr /&gt;<br>
121                &lt;/FresnelSampler&gt;<br>
122            &lt;/FragmentLightingTable&gt;<br>
123            &lt;TextureCombiners&gt;<br>
124                &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>
125                    &lt;SourceRgb Source0=&quot;FragmentPrimaryColor&quot; Source1=&quot;Texture0&quot; Source2=&quot;Constant&quot; /&gt;<br>
126                    &lt;OperandRgb Operand0=&quot;Color&quot; Operand1=&quot;Color&quot; Operand2=&quot;Color&quot; /&gt;<br>
127                    &lt;SourceAlpha Source0=&quot;PrimaryColor&quot; Source1=&quot;Texture0&quot; Source2=&quot;Constant&quot; /&gt;<br>
128                    &lt;OperandAlpha Operand0=&quot;Alpha&quot; Operand1=&quot;Alpha&quot; Operand2=&quot;Alpha&quot; /&gt;<br>
129                &lt;/TextureCombinerCtr&gt;<br>
130            &lt;/TextureCombiners&gt;<br>
131            &lt;AlphaTest IsTestEnabled=&quot;false&quot; TestFunction=&quot;Always&quot; TestReference=&quot;0&quot; /&gt;<br>
132        &lt;/FragmentShader&gt;<br>
133        &lt;FragmentOperation&gt;<br>
134            &lt;DepthOperation IsTestEnabled=&quot;true&quot; TestFunction=&quot;Less&quot; IsMaskEnabled=&quot;true&quot; /&gt;<br>
135            &lt;BlendOperation Mode=&quot;NotUsed&quot; LogicOperation=&quot;Copy&quot;&gt;<br>
136                &lt;RgbParameter BlendFunctionSource=&quot;SourceAlpha&quot; BlendFunctionDestination=&quot;OneMinusSourceAlpha&quot; BlendEquation=&quot;FuncAdd&quot; /&gt;<br>
137                &lt;AlphaParameter BlendFunctionSource=&quot;One&quot; BlendFunctionDestination=&quot;Zero&quot; BlendEquation=&quot;FuncAdd&quot; /&gt;<br>
138                &lt;BlendColor R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
139            &lt;/BlendOperation&gt;<br>
140        &lt;/FragmentOperation&gt;<br>
141    <strong>&lt;/MaterialCtr&gt;</strong><br>
142&lt;/Materials&gt;<br>
143</pre></td>
144</tr></table>
145	<hr><p>CONFIDENTIAL</p></body>
146</html>