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10		<h1>&lt;RgbParameter&gt;</h1>
11		<h2>Description</h2>
12		<p>
13            Blender parameter used for RGB values.
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>BlendEquationCtr</td><th><CODE>BlendEquation</CODE></th><td>
18            Calculation method used when blending.
19            </td></tr><tr><td>BlendFactorCtr</td><th>BlendFunctionDestination</th><td>
20            Components used for destination color when blending.
21            </td></tr><tr><td>BlendFactorCtr</td><th>BlendFunctionSource</th><td>
22            Components used for source color when blending.
23            </td></tr></table>
24		<h2>BlendEquationCtr Enumerated Type</h2>
25		<table class="arguments">
26<thead><tr><td>Value</td><td>Description</td></tr></thead><tr><th>FuncAdd</th><td>
27            Adds the source and destination. Source + Destination
28            </td></tr><tr><th>FuncSubtract</th><td>
29            Subtracts the destination from the source. Source - Destination
30            </td></tr><tr><th>FuncReverseSubtract</th><td>
31            Subtracts the source from the destination. Destination - Source
32            </td></tr><tr><th>Min</th><td>
33            Selects the smaller value between the source and destination. min(Source,Destination)
34            </td></tr><tr><th>Max</th><td>
35            Selects the larger value between the source and destination. max(Source,Destination)
36            </td></tr></table>
37		<h2>BlendFactorCtr Enumerated Type</h2>
38		<table class="arguments">
39<thead><tr><td>Value</td><td>Description</td></tr></thead><tr><th>Zero</th><td>
40            Uses 0 for the specified component.
41            </td></tr><tr><th>One</th><td>
42            Uses 1 for the specified component.
43            </td></tr><tr><th>SourceColor</th><td>
44            Uses the source color for the specified component.
45            </td></tr><tr><th>OneMinusSourceColor</th><td>
46            Uses 1-SourceColor for the specified component.
47            </td></tr><tr><th>DestinationColor</th><td>
48            Uses the destination color for the specified component.
49            </td></tr><tr><th>OneMinusDestinationColor</th><td>
50            Uses 1-DestinationColor for the specified component.
51            </td></tr><tr><th>SourceAlpha</th><td>
52            Uses the source color alpha for the specified component.
53            </td></tr><tr><th>OneMinusSourceAlpha</th><td>
54            Uses 1-SourceAlpha for the specified component.
55            </td></tr><tr><th>DestinationAlpha</th><td>
56            Uses the destination color alpha for the specified component.
57            </td></tr><tr><th>OneMinusDestinationAlpha</th><td>
58            Uses 1-Destination for the specified component.
59            </td></tr><tr><th>ConstantColor</th><td>
60            Uses the constant color for the specified component.
61            </td></tr><tr><th>OneMinusConstantColor</th><td>
62            Uses 1-ConstantColor for the specified component.
63            </td></tr><tr><th>ConstantAlpha</th><td>
64            Uses the constant color alpha for the specified component.
65            </td></tr><tr><th>OneMinusConstantAlpha</th><td>
66            Uses 1-ConstantAlpha for the specified component.
67            </td></tr><tr><th>SourceAlphaSaturate</th><td>
68            Uses the saturate calculation for the specified component. Result = min(SourceAlpha,1-DestinationAlpha)  On actual hardware, this can be used for the blending coefficient for both source and destination. Note, however, that only the blending coefficient set for the source will be applied in the PicaOnDesktop environment.
69            </td></tr></table>
70
71<h2>Example Output</h2>
72
73<table>
74<tr>
75<td><pre>
76&lt;Materials&gt;<br>
77    &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>
78        &lt;ShaderReference /&gt;<br>
79        &lt;MaterialColor VertexColorScale=&quot;1&quot;&gt;<br>
80            &lt;Emission R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;0&quot; /&gt;<br>
81            &lt;Ambient R=&quot;1&quot; G=&quot;1&quot; B=&quot;1&quot; A=&quot;0&quot; /&gt;<br>
82            &lt;Diffuse R=&quot;1&quot; G=&quot;1&quot; B=&quot;1&quot; A=&quot;1&quot; /&gt;<br>
83            &lt;Specular0 R=&quot;1&quot; G=&quot;1&quot; B=&quot;1&quot; A=&quot;0&quot; /&gt;<br>
84            &lt;Specular1 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;0&quot; /&gt;<br>
85            &lt;Constant0 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
86            &lt;Constant1 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
87            &lt;Constant2 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
88            &lt;Constant3 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
89            &lt;Constant1 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
90            &lt;Constant5 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
91        &lt;/MaterialColor&gt;<br>
92        &lt;Rasterization CullingMode=&quot;BackFace&quot; IsPolygonOffsetEnabled=&quot;false&quot; PolygonOffsetFactor=&quot;0&quot; PolygonOffsetUnit=&quot;0&quot; /&gt;<br>
93        &lt;TextureCoordinators&gt;<br>
94            &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>
95        &lt;/TextureCoordinators&gt;<br>
96        &lt;TextureMappers&gt;<br>
97            &lt;PixelBasedTextureMapperCtr&gt;<br>
98                &lt;TextureReference&gt;Textures[&quot;Number.1&quot;]@file:Textures/Number.1.ctex&lt;/TextureReference&gt;<br>
99                &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>
100                    &lt;BorderColor R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
101                &lt;/StandardTextureSamplerCtr&gt;<br>
102            &lt;/PixelBasedTextureMapperCtr&gt;<br>
103        &lt;/TextureMappers&gt;<br>
104        &lt;FragmentShader LayerConfig=&quot;ConfigurationType0&quot;&gt;<br>
105            &lt;BufferColor R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
106            &lt;FragmentBump BumpTextureIndex=&quot;Texture0&quot; BumpMode=&quot;NotUsed&quot; IsBumpRenormalize=&quot;false&quot; /&gt;<br>
107            &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>
108            &lt;FragmentLightingTable&gt;<br>
109                &lt;ReflectanceRSampler IsAbs=&quot;true&quot; Input=&quot;CosNormalHalf&quot; Scale=&quot;One&quot;&gt;<br>
110                    &lt;NullLookupTableCtr /&gt;<br>
111                &lt;/ReflectanceRSampler&gt;<br>
112                &lt;ReflectanceGSampler IsAbs=&quot;true&quot; Input=&quot;CosNormalHalf&quot; Scale=&quot;One&quot;&gt;<br>
113                    &lt;NullLookupTableCtr /&gt;<br>
114                &lt;/ReflectanceGSampler&gt;<br>
115                &lt;ReflectanceBSampler IsAbs=&quot;true&quot; Input=&quot;CosNormalHalf&quot; Scale=&quot;One&quot;&gt;<br>
116                    &lt;NullLookupTableCtr /&gt;<br>
117                &lt;/ReflectanceBSampler&gt;<br>
118                &lt;Distribution0Sampler IsAbs=&quot;true&quot; Input=&quot;CosNormalHalf&quot; Scale=&quot;One&quot;&gt;<br>
119                    &lt;NullLookupTableCtr /&gt;<br>
120                &lt;/Distribution0Sampler&gt;<br>
121                &lt;Distribution1Sampler IsAbs=&quot;true&quot; Input=&quot;CosNormalHalf&quot; Scale=&quot;One&quot;&gt;<br>
122                    &lt;NullLookupTableCtr /&gt;<br>
123                &lt;/Distribution1Sampler&gt;<br>
124                &lt;FresnelSampler IsAbs=&quot;true&quot; Input=&quot;CosNormalHalf&quot; Scale=&quot;One&quot;&gt;<br>
125                    &lt;NullLookupTableCtr /&gt;<br>
126                &lt;/FresnelSampler&gt;<br>
127            &lt;/FragmentLightingTable&gt;<br>
128            &lt;TextureCombiners&gt;<br>
129                &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>
130                    &lt;SourceRgb Source0=&quot;FragmentPrimaryColor&quot; Source1=&quot;Texture0&quot; Source2=&quot;Constant&quot; /&gt;<br>
131                    &lt;OperandRgb Operand0=&quot;Color&quot; Operand1=&quot;Color&quot; Operand2=&quot;Color&quot; /&gt;<br>
132                    &lt;SourceAlpha Source0=&quot;PrimaryColor&quot; Source1=&quot;Texture0&quot; Source2=&quot;Constant&quot; /&gt;<br>
133                    &lt;OperandAlpha Operand0=&quot;Alpha&quot; Operand1=&quot;Alpha&quot; Operand2=&quot;Alpha&quot; /&gt;<br>
134                &lt;/TextureCombinerCtr&gt;<br>
135            &lt;/TextureCombiners&gt;<br>
136            &lt;AlphaTest IsTestEnabled=&quot;false&quot; TestFunction=&quot;Always&quot; TestReference=&quot;0&quot; /&gt;<br>
137        &lt;/FragmentShader&gt;<br>
138        &lt;FragmentOperation&gt;<br>
139            &lt;DepthOperation IsTestEnabled=&quot;true&quot; TestFunction=&quot;Less&quot; IsMaskEnabled=&quot;true&quot; /&gt;<br>
140            &lt;BlendOperation Mode=&quot;NotUsed&quot; LogicOperation=&quot;Copy&quot;&gt;<br>
141                <strong>&lt;RgbParameter BlendFunctionSource=&quot;SourceAlpha&quot; BlendFunctionDestination=&quot;OneMinusSourceAlpha&quot; BlendEquation=&quot;FuncAdd&quot; /&gt;</strong><br>
142                &lt;AlphaParameter BlendFunctionSource=&quot;One&quot; BlendFunctionDestination=&quot;Zero&quot; BlendEquation=&quot;FuncAdd&quot; /&gt;<br>
143                &lt;BlendColor R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
144            &lt;/BlendOperation&gt;<br>
145        &lt;/FragmentOperation&gt;<br>
146    &lt;/MaterialCtr&gt;<br>
147&lt;/Materials&gt;<br>
148</pre></td>
149</tr></table>
150	<hr><p>CONFIDENTIAL</p></body>
151</html>