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AVEVA™ XR Studio

Shader Vc_Txt_Sp

  • Last UpdatedApr 02, 2025
  • 2 minute read

The Vc_Txt_Sp shader has the following characteristics.

Vc

Vertex Colored

Txt

Textured

Sp

Specular

Explanation

  • Multiplies the Texture for Vertex Color and adds the specular.

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

Code example

This is an example of Vc_Txt_Sp shader.

$Shader

{

szName = Vc_Txt_Sp

szLight = Omni001

}

Input Data

Vertex Color

  • If there is a valid Radiosity solution on this object, the vertex color is taken from the solution.

  • If a Radiosity solution is not present or invalid, or if the bWireframe parameter is active, the vertex color is taken from the properties of the mesh. Therefore, the vertex color will be the color of the mesh.

Texture

  • Material ® DiffuseMap

  • UV Channel 1

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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