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AVEVA™ XR Studio

Shader Txt_Sp_Gm (Legacy)

  • Last UpdatedApr 02, 2025
  • 2 minute read

The Txt_Sp_Gm shader has the following characteristics.

Txt

Textured

Sp

Specular

Gm

GlossMap

Explanation

  • Applies the specular multiplied by the value of the GlossMap to the texture.

  • Supports only one light, which is managed as omnidirectional without range.

Code example

This is an example of Txt_Sp_Gm shader.

$Shader

{

szName = Txt_Sp_Gm

szLight = Omni001

}

Input Data

Texture

  • Material ® DiffuseMap

  • UV Channel 1

  • Alpha Channel. If the bAlphaTransparency or bSolidAlphaTransparency parameter is True, it impacts the pixel opacity.

  • Must contain the Gloss Map values in the Alpha channel. The Gloss value scales the intensity of the specular. If the Gloss Map value is zero, the pixel will not have specular.

    The Gloss value is also used for reflectivity. A value of 1 indicates total reflection. This value is multiplied by fReflectivity.

Specular Color

  • Material ® SpecularColor

Specular Intensity

  • Material ® SpecularHilights ® SpecularLevel

  • Increases the intensity and the size of the highlight.

Specular Glossiness

  • Material ® SpecularHilights ® Glossiness

  • Increasing this value increases the "shininess" of the object, so there will be a narrower highlight.

Parameters

bObjectSpace

  • Explicitly indicates whether this mesh will be exported to Object Space or World Space, regardless of export parameters.

  • If this parameter is not present, the export parameters will be used, otherwise they will be overridden by this value.

  • Default: The export parameters are used.

  • Range: True / False.

fTransparency

  • Transparency level of the mesh.

  • Default: 0.0

  • Range: [0..1] (1 = completely transparent)

bDoubleFace

  • Duplicate the faces by flipping the verse.

  • Default: False.

  • Range: True / False.

szAnimatedTexture

  • Indicates that the texture will be animated using the specified Animated Texture ID.

  • Default: Null.

szLight

  • Name of the light that will illuminate the object. If not specified, the result will be unpredictable.

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