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AVEVA™ XR Studio

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.

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