1<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> 2<html xml:lang="en-US" lang="en-US" xmlns="http://www.w3.org/1999/xhtml"> 3 <head> 4 <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> 5 <meta http-equiv="Content-Style-Type" content="text/css" /> 6 <title>MaterialCtr</title> 7 <link rel="stylesheet" href="../css/mainpage.css" type="text/css" /> 8 </head> 9 <body> 10 <h1><MaterialCtr></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<Materials><br> 72 <strong><MaterialCtr Name="lambert2" IsCompressible="true" IsFragmentLightEnabled="true" IsVertexLightEnabled="false" IsHemiSphereLightEnabled="false" IsHemiSphereOcclusionEnabled="false" IsFogEnabled="false" TextureCoordinateConfig="Config0120" TranslucencyKind="Opaque" ShaderProgramDescriptionIndex="-1" ShaderBinaryKind="Default"></strong><br> 73 <ShaderReference /><br> 74 <MaterialColor VertexColorScale="1"><br> 75 <Emission R="0" G="0" B="0" A="0" /><br> 76 <Ambient R="1" G="1" B="1" A="0" /><br> 77 <Diffuse R="1" G="1" B="1" A="1" /><br> 78 <Specular0 R="1" G="1" B="1" A="0" /><br> 79 <Specular1 R="0" G="0" B="0" A="0" /><br> 80 <Constant0 R="0" G="0" B="0" A="1" /><br> 81 <Constant1 R="0" G="0" B="0" A="1" /><br> 82 <Constant2 R="0" G="0" B="0" A="1" /><br> 83 <Constant3 R="0" G="0" B="0" A="1" /><br> 84 <Constant1 R="0" G="0" B="0" A="1" /><br> 85 <Constant5 R="0" G="0" B="0" A="1" /><br> 86 </MaterialColor><br> 87 <Rasterization CullingMode="BackFace" IsPolygonOffsetEnabled="false" PolygonOffsetFactor="0" PolygonOffsetUnit="0" /><br> 88 <TextureCoordinators><br> 89 <TextureCoordinatorCtr SourceCoordinate="0" MappingMethod="UvCoordinateMap" ReferenceCamera="0" MatrixMode="DccMaya" ScaleS="1" ScaleT="1" Rotate="0" TranslateS="0" TranslateT="0" /><br> 90 </TextureCoordinators><br> 91 <TextureMappers><br> 92 <PixelBasedTextureMapperCtr><br> 93 <TextureReference>Textures["Number.1"]@file:Textures/Number.1.ctex</TextureReference><br> 94 <StandardTextureSamplerCtr MinFilter="Linear" MagFilter="Linear" WrapS="Repeat" WrapT="Repeat" MinLod="0" LodBias="0"><br> 95 <BorderColor R="0" G="0" B="0" A="1" /><br> 96 </StandardTextureSamplerCtr><br> 97 </PixelBasedTextureMapperCtr><br> 98 </TextureMappers><br> 99 <FragmentShader LayerConfig="ConfigurationType0"><br> 100 <BufferColor R="0" G="0" B="0" A="1" /><br> 101 <FragmentBump BumpTextureIndex="Texture0" BumpMode="NotUsed" IsBumpRenormalize="false" /><br> 102 <FragmentLighting FresnelConfig="No" IsClampHighLight="false" IsDistribution0Enabled="false" IsDistribution1Enabled="false" IsGeometricFactor0Enabled="false" IsGeometricFactor1Enabled="false" IsReflectionEnabled="false" /><br> 103 <FragmentLightingTable><br> 104 <ReflectanceRSampler IsAbs="true" Input="CosNormalHalf" Scale="One"><br> 105 <NullLookupTableCtr /><br> 106 </ReflectanceRSampler><br> 107 <ReflectanceGSampler IsAbs="true" Input="CosNormalHalf" Scale="One"><br> 108 <NullLookupTableCtr /><br> 109 </ReflectanceGSampler><br> 110 <ReflectanceBSampler IsAbs="true" Input="CosNormalHalf" Scale="One"><br> 111 <NullLookupTableCtr /><br> 112 </ReflectanceBSampler><br> 113 <Distribution0Sampler IsAbs="true" Input="CosNormalHalf" Scale="One"><br> 114 <NullLookupTableCtr /><br> 115 </Distribution0Sampler><br> 116 <Distribution1Sampler IsAbs="true" Input="CosNormalHalf" Scale="One"><br> 117 <NullLookupTableCtr /><br> 118 </Distribution1Sampler><br> 119 <FresnelSampler IsAbs="true" Input="CosNormalHalf" Scale="One"><br> 120 <NullLookupTableCtr /><br> 121 </FresnelSampler><br> 122 </FragmentLightingTable><br> 123 <TextureCombiners><br> 124 <TextureCombinerCtr CombineRgb="Modulate" CombineAlpha="Modulate" ScaleRgb="One" ScaleAlpha="One" Constant="Constant0" BufferInputRgb="PreviousBuffer" BufferInputAlpha="PreviousBuffer"><br> 125 <SourceRgb Source0="FragmentPrimaryColor" Source1="Texture0" Source2="Constant" /><br> 126 <OperandRgb Operand0="Color" Operand1="Color" Operand2="Color" /><br> 127 <SourceAlpha Source0="PrimaryColor" Source1="Texture0" Source2="Constant" /><br> 128 <OperandAlpha Operand0="Alpha" Operand1="Alpha" Operand2="Alpha" /><br> 129 </TextureCombinerCtr><br> 130 </TextureCombiners><br> 131 <AlphaTest IsTestEnabled="false" TestFunction="Always" TestReference="0" /><br> 132 </FragmentShader><br> 133 <FragmentOperation><br> 134 <DepthOperation IsTestEnabled="true" TestFunction="Less" IsMaskEnabled="true" /><br> 135 <BlendOperation Mode="NotUsed" LogicOperation="Copy"><br> 136 <RgbParameter BlendFunctionSource="SourceAlpha" BlendFunctionDestination="OneMinusSourceAlpha" BlendEquation="FuncAdd" /><br> 137 <AlphaParameter BlendFunctionSource="One" BlendFunctionDestination="Zero" BlendEquation="FuncAdd" /><br> 138 <BlendColor R="0" G="0" B="0" A="1" /><br> 139 </BlendOperation><br> 140 </FragmentOperation><br> 141 <strong></MaterialCtr></strong><br> 142</Materials><br> 143</pre></td> 144</tr></table> 145 <hr><p>CONFIDENTIAL</p></body> 146</html>