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6		<title>TextureCombinerCtr</title>
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9	<body>
10		<h1>&lt;TextureCombinerCtr&gt;</h1>
11		<h2>Description</h2>
12		<p>
13            This tag represents a texture combiner.
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>TextureCombineBufferInput</td><th>BufferInputAlpha</th><td>
18            The alpha buffer input. This can be set for texture combiners 1, 2, 3 and 4 only.
19            </td></tr><tr><td>TextureCombineBufferInput</td><th>BufferInputRgb</th><td>
20            The color buffer input. This can be set for texture combiners 1, 2, 3 and 4 only.
21            </td></tr><tr><td>TextureCombineMode</td><th>CombineAlpha</th><td>
22            The number of alpha combiners.
23            </td></tr><tr><td>TextureCombineMode</td><th>CombineRgb</th><td>
24            The number of color combiners.
25            </td></tr><tr><td>ConstantColorCtr</td><th><CODE>Constant</CODE></th><td>
26            The constant color index.
27            </td></tr><tr><td>TextureCombineScale</td><th>ScaleAlpha</th><td>
28            The scale for the output alpha.
29            </td></tr><tr><td>TextureCombineScale</td><th>ScaleRgb</th><td>
30            The scale for the output color.
31            </td></tr></table>
32		<h2>TextureCombineBufferInput Enumeratred Type</h2>
33		<table class="arguments">
34<thead><tr><td>Value</td><td>Description</td></tr></thead><tr><th>Previous</th><td>
35            Inputs the previous texture combiner blender output to the buffer.
36            </td></tr><tr><th>PreviousBuffer</th><td>
37            Inputs the previous buffer as-is to the buffer.
38            </td></tr></table>
39		<h2>TextureCombineMode Enumerated Type</h2>
40		<table class="arguments">
41<thead><tr><td>Value</td><td>Description</td></tr></thead><tr><th>Replace</th><td>
42            Only Operation 0 is used. Result = Arg0
43            </td></tr><tr><th>Modulate</th><td>
44            Multiplies Operation 0 and Operation 1. Result = Arg0 + Arg1
45            </td></tr><tr><th>Add</th><td>
46            Adds operation 0 and Operation 1. Result = Arg0 + Arg1
47            </td></tr><tr><th>AddSigned</th><td>
48            Subtracts 0.5 from the sum of Operation 0 and Operation 1. Result = Arg0 + Arg1 - 0.5
49            </td></tr><tr><th>Interpolate</th><td>
50            Interploates Operation 0 and Operation 1 using Operation 2. Result = Arg0 * Arg2 + Arg1 * (1 - Arg2)
51            </td></tr><tr><th>Subtract</th><td>
52            Subtracts Operation 0 and Operation 1. Result = Arg0 - Arg1
53            </td></tr><tr><th>DotProduct3Rgb</th><td>
54            Replaces each RGB with the dot product of Operation 0 and Operation 1. ResultRGB = 4 * ((Arg0r - 0.5) * (Arg1r - 0.5) + (Arg0g - 0.5) * (Arg1g - 0.5) + (Arg0b - 0.5) * (Arg1b - 0.5))
55            </td></tr><tr><th>DotProduct3Rgba</th><td>
56            Replaces each RGBA with the dot product of Operation 0 and Operation 1. ResultRGBA = 4 * ((Arg0r - 0.5) * (Arg1r - 0.5) + (Arg0g - 0.5) * (Arg1g - 0.5) + (Arg0b - 0.5) * (Arg1b - 0.5))
57            </td></tr><tr><th>AddMult</th><td>
58            Multiplies the sum of Operation 0 and Operation 1 by Operation 2. Result = (Arg0 + Arg1) * Arg2
59            </td></tr><tr><th>MultAdd</th><td>
60            Adds the product of Operation 0 and Operation 1 to Operation 2. Result = (Arg0 * Arg1) + Arg2
61            </td></tr></table>
62		<h2>ConstantColorCtr Enumerated Type</h2>
63		<table class="arguments">
64<thead><tr><td>Value</td><td>Description</td></tr></thead><tr><th>Constant0</th><td>
65            Contant color.
66            </td></tr><tr><th>Constant1</th><td>
67            Constant color 2.
68            </td></tr><tr><th>Constant2</th><td>
69            Constant color 3.
70            </td></tr><tr><th>Constant3</th><td>
71            Constant color 4.
72            </td></tr><tr><th>Constant4</th><td>
73            Constant color 5.
74            </td></tr><tr><th>Constant5</th><td>
75            Constant color 6.
76            </td></tr><tr><th>Emission</th><td>
77            Emission color.
78            </td></tr><tr><th>Ambient</th><td>
79            Ambient color.
80            </td></tr><tr><th>Diffuse</th><td>
81            Diffuse color.
82            </td></tr><tr><th>Specular0</th><td>
83            Specular color.
84            </td></tr><tr><th>Specular1</th><td>
85            Specular color 2.
86            </td></tr></table>
87		<h2>TextureCombineScale Enumerated Type</h2>
88		<table class="arguments">
89<thead><tr><td>Value</td><td>Description</td></tr></thead><tr><th>One</th><td>
90            Equal scale mode.
91            </td></tr><tr><th>Two</th><td>
92            Double scale mode.
93            </td></tr><tr><th>Four</th><td>
94            Quadruple scale mode.
95            </td></tr></table>
96
97<h2>Example Output</h2>
98
99<table>
100<tr>
101<td><pre>
102&lt;Materials&gt;<br>
103    &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>
104        &lt;ShaderReference /&gt;<br>
105        &lt;MaterialColor VertexColorScale=&quot;1&quot;&gt;<br>
106            &lt;Emission R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;0&quot; /&gt;<br>
107            &lt;Ambient R=&quot;1&quot; G=&quot;1&quot; B=&quot;1&quot; A=&quot;0&quot; /&gt;<br>
108            &lt;Diffuse R=&quot;1&quot; G=&quot;1&quot; B=&quot;1&quot; A=&quot;1&quot; /&gt;<br>
109            &lt;Specular0 R=&quot;1&quot; G=&quot;1&quot; B=&quot;1&quot; A=&quot;0&quot; /&gt;<br>
110            &lt;Specular1 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;0&quot; /&gt;<br>
111            &lt;Constant0 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
112            &lt;Constant1 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
113            &lt;Constant2 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
114            &lt;Constant3 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
115            &lt;Constant1 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
116            &lt;Constant5 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
117        &lt;/MaterialColor&gt;<br>
118        &lt;Rasterization CullingMode=&quot;BackFace&quot; IsPolygonOffsetEnabled=&quot;false&quot; PolygonOffsetFactor=&quot;0&quot; PolygonOffsetUnit=&quot;0&quot; /&gt;<br>
119        &lt;TextureCoordinators&gt;<br>
120            &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>
121        &lt;/TextureCoordinators&gt;<br>
122        &lt;TextureMappers&gt;<br>
123            &lt;PixelBasedTextureMapperCtr&gt;<br>
124                &lt;TextureReference&gt;Textures[&quot;Number.1&quot;]@file:Textures/Number.1.ctex&lt;/TextureReference&gt;<br>
125                &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>
126                    &lt;BorderColor R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
127                &lt;/StandardTextureSamplerCtr&gt;<br>
128            &lt;/PixelBasedTextureMapperCtr&gt;<br>
129        &lt;/TextureMappers&gt;<br>
130        &lt;FragmentShader LayerConfig=&quot;ConfigurationType0&quot;&gt;<br>
131            &lt;BufferColor R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
132            &lt;FragmentBump BumpTextureIndex=&quot;Texture0&quot; BumpMode=&quot;NotUsed&quot; IsBumpRenormalize=&quot;false&quot; /&gt;<br>
133            &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>
134            &lt;FragmentLightingTable&gt;<br>
135                &lt;ReflectanceRSampler IsAbs=&quot;true&quot; Input=&quot;CosNormalHalf&quot; Scale=&quot;One&quot;&gt;<br>
136                    &lt;NullLookupTableCtr /&gt;<br>
137                &lt;/ReflectanceRSampler&gt;<br>
138                &lt;ReflectanceGSampler IsAbs=&quot;true&quot; Input=&quot;CosNormalHalf&quot; Scale=&quot;One&quot;&gt;<br>
139                    &lt;NullLookupTableCtr /&gt;<br>
140                &lt;/ReflectanceGSampler&gt;<br>
141                &lt;ReflectanceBSampler IsAbs=&quot;true&quot; Input=&quot;CosNormalHalf&quot; Scale=&quot;One&quot;&gt;<br>
142                    &lt;NullLookupTableCtr /&gt;<br>
143                &lt;/ReflectanceBSampler&gt;<br>
144                &lt;Distribution0Sampler IsAbs=&quot;true&quot; Input=&quot;CosNormalHalf&quot; Scale=&quot;One&quot;&gt;<br>
145                    &lt;NullLookupTableCtr /&gt;<br>
146                &lt;/Distribution0Sampler&gt;<br>
147                &lt;Distribution1Sampler IsAbs=&quot;true&quot; Input=&quot;CosNormalHalf&quot; Scale=&quot;One&quot;&gt;<br>
148                    &lt;NullLookupTableCtr /&gt;<br>
149                &lt;/Distribution1Sampler&gt;<br>
150                &lt;FresnelSampler IsAbs=&quot;true&quot; Input=&quot;CosNormalHalf&quot; Scale=&quot;One&quot;&gt;<br>
151                    &lt;NullLookupTableCtr /&gt;<br>
152                &lt;/FresnelSampler&gt;<br>
153            &lt;/FragmentLightingTable&gt;<br>
154            &lt;TextureCombiners&gt;<br>
155                <strong>&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;</strong><br>
156                    &lt;SourceRgb Source0=&quot;FragmentPrimaryColor&quot; Source1=&quot;Texture0&quot; Source2=&quot;Constant&quot; /&gt;<br>
157                    &lt;OperandRgb Operand0=&quot;Color&quot; Operand1=&quot;Color&quot; Operand2=&quot;Color&quot; /&gt;<br>
158                    &lt;SourceAlpha Source0=&quot;PrimaryColor&quot; Source1=&quot;Texture0&quot; Source2=&quot;Constant&quot; /&gt;<br>
159                    &lt;OperandAlpha Operand0=&quot;Alpha&quot; Operand1=&quot;Alpha&quot; Operand2=&quot;Alpha&quot; /&gt;<br>
160                <strong>&lt;/TextureCombinerCtr&gt;</strong><br>
161            &lt;/TextureCombiners&gt;<br>
162            &lt;AlphaTest IsTestEnabled=&quot;false&quot; TestFunction=&quot;Always&quot; TestReference=&quot;0&quot; /&gt;<br>
163        &lt;/FragmentShader&gt;<br>
164        &lt;FragmentOperation&gt;<br>
165            &lt;DepthOperation IsTestEnabled=&quot;true&quot; TestFunction=&quot;Less&quot; IsMaskEnabled=&quot;true&quot; /&gt;<br>
166            &lt;BlendOperation Mode=&quot;NotUsed&quot; LogicOperation=&quot;Copy&quot;&gt;<br>
167                &lt;RgbParameter BlendFunctionSource=&quot;SourceAlpha&quot; BlendFunctionDestination=&quot;OneMinusSourceAlpha&quot; BlendEquation=&quot;FuncAdd&quot; /&gt;<br>
168                &lt;AlphaParameter BlendFunctionSource=&quot;One&quot; BlendFunctionDestination=&quot;Zero&quot; BlendEquation=&quot;FuncAdd&quot; /&gt;<br>
169                &lt;BlendColor R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
170            &lt;/BlendOperation&gt;<br>
171        &lt;/FragmentOperation&gt;<br>
172    &lt;/MaterialCtr&gt;<br>
173&lt;/Materials&gt;<br>
174</pre></td>
175</tr></table>
176	<hr><p>CONFIDENTIAL</p></body>
177</html>