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AVEVA™ XR Studio

Shader Vc_Em_Bm_Rfr_EluxGoccia

  • Last UpdatedJan 24, 2023
  • 3 minute read

The Vc_Em_Bm_Rfr_EluxGoccia shader has the following characteristics.

Vc

Vertex Colored

Em

Environment Mapped

Bm

Bump Mapped

Rfr

Refracted

EluxGoccia

EluxGoccia

Explanation

  • This shader is intended to create Elux drop beads.

  • The reflection vector used to access the environment map is disturbed by the BumpMap.

  • The UV used to access the refraction are disturbed by the BumpMap.

Colors

  • Color1 = Mixes the refraction and the environment map based on the Fresnel value.

  • Color2 = Mixes Color1 and the environment map based on the brightness of the pixel taken from szWhitesCubeMap.

  • Final color = Color2 + (Vertex Color * fVertexColorMul).

Code example

This is an example of Vc_Em_Bm_Rfr_EluxGoccia shader.

$Shader

{

szName = Vc_Em_Bm_Rfr_EluxGoccia

szCubeMap = Cube.dds

szWhitesCubeMap = _Example_CubeMapWhites.dds

fRefractionBumpiness = 0.15

fReflectionBumpiness = 0.5

fFresnelExponent = 0.75

fVertexColorMul = 0.3

fRefractionIndex = 1.333

}

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.

NormalMap / HeightMap

  • By default the texture is intended as NormalMap

  • Material ® BumpMap

  • UV Channel 1

  • To use a HeightMap, name the texture xxx_hm.xxx. This will be converted inside the engine into a NormalMap.

  • Dark colors indicate minimum height; clear colors indicate greater height.

  • The Alpha channel must contain Gloss Map values. The Gloss value enhances, or scales, specular intensity for pixels. If the gloss value is zero, the pixel will not have specular quality.

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

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.

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.

szWhitesCubeMap

  • szWhitesCubeMap: The name of the texture that will be loaded and used as CubeMap to detect the brightness of the pixel.

fHeightMapBumpiness

  • Bumpiness when the bump texture is a HeightMap.

  • If multiple objects share the same HeightMap, the value of fHeightMapBumpiness will be the value of the first object that will load the texture.

  • Default: 10.0

  • Range: [0..inf]

fRefractionBumpiness

  • The displacement value of the refraction. This is used when taking the pixel of refraction. Even a small value can be enough.

  • Default: 0.2

  • Range: [0..1] (1 = fully bumped)

fReflectionBumpiness

  • Amount of disturbance that the BumpMap will give to the normals of the object. This is used when taking the pixel of reflection.

  • Default: 0.5

  • Range: [0..1] (1 = fully bumped)

fFresnelExponent

  • Exponent used in the calculation of the fresnel value. It is used for power upgrading.

  • Default: 5

  • Range: [0..inf]

fVertexColorMul

  • The value for which Vertex Color will be multiplied.

  • Default: 1.0

  • Range: [0..1]

fRefractionIndex

  • Index of refraction of the material.

  • Default: 1.5

  • Range: [0..inf]

fTextureSize

  • The texture size used for refraction. This value is relative to the size of the back buffer.

  • Default: 1.0 (1 = identical size to the back buffer)

  • Range: [0..1]

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