HDR characteristic descriptions
- Last UpdatedJan 24, 2023
- 1 minute read
A list of descriptions for HDR shader characteristics.
Acc - Accurate
The shader makes calculations more accurate and slower. In general, this type of shader is used to better illuminate very large and slightly tessellated polygons. It is used to differentiate the less and more accurate versions of the same shader, but other shaders can do very accurate calculations without this prefix.
Bm - BumpMap
The shader uses a BumpMap texture.
Ci - Color Interpolated
The shader will interpolate something linearly with a predefined color.
Em - EnvironmentMap
The shader uses an Env texture.
Ema - EnvironmentMap with Alpha
The shader uses an Env texture and its Alpha channel.
Fr - Fresnel Term
The shader uses the Fresnel Term to calculate the reflectivity of the material.
Gm - GlossMap
The shader uses a Gloss texture
Lc - LightMap color contribution
The Texture and LightMap are blended differently to each pixel based on calculations dependent on the alpha channel of the LightMap.
Lm - LightMap
The shader uses a LightMap texture.
Pp - PerPixel
Indicates that some effects, such as the EnvMap, are made PerPixel, through an appropriate texture channel.
Rfr - Refraction Texture
The used texture is generated in real time by the AVEVA™ XR engine.
Rt - Real Time Texture
The used texture is generated in real time by the AVEVA™ XR engine.
Sp - Specular
The shader uses the specular value.
Txt - Texture
The shader uses a texture.
Vc - Vertex Colored
Presence of a color value for each vertex.
Vcc - Vertex Color contribution
The texture is treated differently based on the brightness of VertexColor.