UnlitGeneric

Parameters

$flags <int> = 0

flags

$flags_defined <int> = 0

flags_defined

$flags2 <int> = 0

flags2

$flags_defined2 <int> = 0

flags2_defined

$color <color> = [1 1 1]

color

$alpha <float> = 1.0

alpha

$basetexture <texture> = "shadertest/BaseTexture"

Base Texture with lighting built in

$frame <int> = 0

Animation Frame

$basetexturetransform <matrix> = center .5 .5 scale 1 1 rotate 0 translate 0 0

Base Texture Texcoord Transform

$color2 <color> = [1 1 1]

color2

$srgbtint <color> = [1 1 1]

tint value to be applied when running on new-style srgb parts

$albedo <texture> = "shadertest/BaseTexture"

albedo (Base texture with no baked lighting)

$detail <texture> = "shadertest/detail"

detail texture

$detailframe <int> = 0

frame number for $detail

$detailscale <float> = 4

scale of the detail texture

$envmap <texture> = "shadertest/shadertest_env"

envmap

$envmapframe <int>

envmap frame number

$envmapmask <texture> = "shadertest/shadertest_envmask"

envmap mask

$envmapmaskframe <int> = 0
$envmapmasktransform <matrix> = center .5 .5 scale 1 1 rotate 0 translate 0 0

$envmapmask texcoord transform

$envmaptint <color> = [1 1 1]

envmap tint

$envmapcontrast <float> = 0.0

contrast 0 == normal 1 == color*color

$envmapsaturation <float> = 1.0

saturation 0 == greyscale 1 == normal

$alphatestreference <float> = 0.7
$vertexalphatest <int> = 0
$hdrcolorscale <float> = 1.0

hdr color scale

$phongexponent <float> = 5.0

Phong exponent for local specular lights

$phongtint <vec3> = 5.0

Phong tint for local specular lights

$phongalbedotint <bool> = 1.0

Apply tint by albedo (controlled by spec exponent texture

$lightwarptexture <texture> = "shadertest/BaseTexture"

1D ramp texture for tinting scalar diffuse term

$phongwarptexture <texture> = "shadertest/BaseTexture"

2D map for warping specular

$phongfresnelranges <vec3> = [0 0.5 1]

Parameters for remapping fresnel output

$phongboost <float> = 1.0

Phong overbrightening factor (specular mask channel should be authored to account for this)

$phongexponenttexture <texture> = "shadertest/BaseTexture"

Phong Exponent map

$phong <bool> = 0

enables phong lighting

$detailblendmode <int> = 0

mode for combining detail texture with base. 0=normal, 1= additive, 2=alpha blend detail over base, 3=crossfade

$detailblendfactor <float> = 1

blend amount for detail texture.

$detailtexturetransform <matrix> = center .5 .5 scale 1 1 rotate 0 translate 0 0

$detail texcoord transform

$decaltexture <texture>

Decal texture

$decalblendmode <int> = 0

mode for combining decal texture with base. 0=normal(decalsrca + base(1-srca), 1= mod, 2=mod2x, 3=additive

$distancealpha <bool> = 0

Use distance-coded alpha generated from hi-res texture by vtex.

$distancealphafromdetail <bool> = 0

Take the distance-coded alpha mask from the detail texture.

$softedges <bool> = 0

Enable soft edges to distance coded textures.

$scaleedgesoftnessbasedonscreenres <bool> = 0

Scale the size of the soft edges based upon resolution. 1024x768 = nominal.

$edgesoftnessstart <float> = 0.6

Start value for soft edges for distancealpha.

$edgesoftnessend <float> = 0.5

End value for soft edges for distancealpha.

$glow <bool> = 0

Enable glow/shadow for distance coded textures.

$glowcolor <color> = [1 1 1]

color of outter glow for distance coded line art.

$glowalpha <float> = 1

Base glow alpha amount for glows/shadows with distance alpha.

$glowstart <float> = 0.7

start value for glow/shadow

$glowend <float> = 0.5

end value for glow/shadow

$glowx <float> = 0

texture offset x for glow mask.

$glowy <float> = 0

texture offset y for glow mask.

$outline <bool> = 0

Enable outline for distance coded textures.

$outlinecolor <color> = [1 1 1]

color of outline for distance coded images.

$outlinealpha <float> = 0.0

alpha value for outline

$outlinestart0 <float> = 0.0

outer start value for outline

$outlinestart1 <float> = 0.0

inner start value for outline

$outlineend0 <float> = 0.0

inner end value for outline

$outlineend1 <float> = 0.0

outer end value for outline

$scaleoutlinesoftnessbasedonscreenres <bool> = 0

Scale the size of the soft part of the outline based upon resolution. 1024x768 = nominal.

$separatedetailuvs <bool> = 0

Use texcoord1 for detail texture

$gammacolorread <int> = 0

Disables SRGB conversion of color texture read.

$linearwrite <int> = 0

Disables SRGB conversion of shader results.

$receiveflashlight <int> = 0

Forces this material to receive flashlights.

$singlepassflashlight <int> = 0

Flags this material as possibly being run through single pass flashlight code

$displacementmap <texture> = "shadertest/BaseTexture"

Displacement map

$shadersrgbread360 <bool> = 0

Simulate srgb read in shader code

$tintmasktexture <texture>

Separate tint mask texture (as opposed to using basetexture alpha)

$gradientmodulation <bool>

Turn on gradient color modulation

$gradientcolorstop0 <vec4> = [1 1 1 0]

First gradient stop and position

$gradientcolorstop1 <vec4> = [1 1 1 0.5]

Second gradient stop and position

$gradientcolorstop2 <vec4> = [1 1 1 1]

Third gradient stop and position