Spritecard
Parameters
flags
flags_defined
flags2
flags2_defined
color
alpha
Base Texture with lighting built in
Animation Frame
Base Texture Texcoord Transform
color2
tint value to be applied when running on new-style srgb parts
fade at intersection boundaries
Amplify or reduce DEPTHBLEND fading. Lower values make harder edges.
calculate 1-depthblendalpha so that sprites appear when they are near geometry
0 = always face camera, 1 = rotate around z, 2= parallel to ground 3=use normal 4=face camera POS
Aim at camera using orientation type 1
amount to blend second texture into frame by
overbright factor for texture. For HDR effects.
blend two separate animated sequences.
defines the blend mode between the images un dual sequence particles. 0 = avg, 1=alpha from first, rgb from 2nd, 2= first over second
instead of blending between animation frames for the first sequence, select pixels based upon max luminance
instead of blending between animation frames for the 2nd sequence, select pixels based upon max luminance
if specified, then the red value of the image is used to index this ramp to produce the output color
amount to gradually zoom between frames on the second sequence. 2.0 will double the size of a frame over its lifetime.
grayscale data sitting in green/alpha channels
use ONE:INVSRCALPHA blending
amount of base texture to additively blend in
whether or not to smoothly blend between animated frames
minimum screen fractional size of particle
screen fractional size to start fading particle out
screen fractional size to finish fading particle out
maximum screen fractional size of particle
whether to use GPU vertex instancing (submit 1 vert per particle quad)
spline type 0 = none, 1=ctamull rom
maximum distance to draw particles at
interval over which to fade out far away particles
Simulate srgb read in shader code
Matrix used to orient in orientation mode #2
whether or not to multiply the result of the pixel shader * 2 against the framebuffer
Amount to scale alpha by between start and end of trail/rope
Amount to scale radis by between start and end of trail/rope
writing to a shadow depth buffer
Are we opaque? (defaults to 0)
writing to a shadow depth buffer
Enable computing vertex color by interpolating two color based on vertex r color channel
Lerp color 1
Lerp color 2
Amount of vertex fog to apply
Use distance-coded alpha generated from hi-res texture by vtex.
Enable soft edges to distance coded textures.
Start value for soft edges for distancealpha.
End value for soft edges for distancealpha.
Enable outline for distance coded textures.
color of outline for distance coded images.
alpha value for outline
outer start value for outline
inner start value for outline
inner end value for outline
outer end value for outline
Allow per particle outline control
Multiply output RGB by output alpha to avoid precision problems
Multiply output RGB by intensity factor