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AVEVA™ XR Studio

Shader Vc_Txt_Em_Sp

  • Last UpdatedApr 02, 2025
  • 3 minute read

The Vc_Txt_Em_Sp shader has the following characteristics.

Vc

Vertex Colored

Txt

Textured

Em

Environment Mapped

Sp

Specular

Explanation

  • Makes a linear interpolation between the Texture and the CubeMap.

  • Multiplies for the vertex color and adds the specular.

  • In the version with AlphaTransparency, the alpha of the texture is scaled according to how much specular the pixel has. The more specular it is, the more the pixel will be opaque. The less that the the pixel has specular, the more that the opacity will be the alpha of the texture.

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

Code example

This is an example of Vc_Txt_Em_Sp shader.

$Shader

{

szName = Vc_Txt_Em_Sp

szCubeMap = Cube.dds

fCubeIntensity = 0.4

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

  • 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

Intensity

  • Material ® SpecularHilights ® SpecularLevel

  • Increases the intensity and the size of the highlight.

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.

szRealTimeCubeMap / szCubeMap

  • szRealTimeCubeMap: ID of the CubeMap that will be created in real time using a $CubeMap Dummy Object.

  • szCubeMap: The name of the texture that will be loaded and used as CubeMap.

  • szRealTimeCubeMap and szCubeMap can not exist at the same time.

fCubeIntensity

  • Intensity level of the CubeMap with respect to the Texture.

  • Default: 0.5

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

bAlphaTransparency

  • Activates alpha transparency by pixel. The value of the alpha channel of the texture indicates the opacity of the pixel.

  • A pixel value of 0 indicates total transparency; a value of 1 indicates total opacity.

  • bAlphaTransparency and bSolidAlphaTransparency can not exist simultaneously.

  • Default: False.

  • Range: True / False.

bSolidAlphaTransparency

  • Activates alpha transparency by pixel, but treats the object as if it were solid. The value of the alpha channel of the texture indicates the opacity of the pixel.

  • A pixel value of 0 indicates total transparency. A value of 1 indicates total opacity.

  • bAlphaTransparency and bSolidAlphaTransparency can not exist simultaneously.

  • Default: False.

  • Range: True / False.

szLight

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

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