UnlitGeneric
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
albedo (Base texture with no baked lighting)
detail texture
frame number for $detail
scale of the detail texture
envmap
envmap frame number
envmap mask
$envmapmask texcoord transform
envmap tint
contrast 0 == normal 1 == color*color
saturation 0 == greyscale 1 == normal
hdr color scale
Phong exponent for local specular lights
Phong tint for local specular lights
Apply tint by albedo (controlled by spec exponent texture
1D ramp texture for tinting scalar diffuse term
2D map for warping specular
Parameters for remapping fresnel output
Phong overbrightening factor (specular mask channel should be authored to account for this)
Phong Exponent map
enables phong lighting
mode for combining detail texture with base. 0=normal, 1= additive, 2=alpha blend detail over base, 3=crossfade
blend amount for detail texture.
$detail texcoord transform
Decal texture
mode for combining decal texture with base. 0=normal(decalsrca + base(1-srca), 1= mod, 2=mod2x, 3=additive
Use distance-coded alpha generated from hi-res texture by vtex.
Take the distance-coded alpha mask from the detail texture.
Enable soft edges to distance coded textures.
Scale the size of the soft edges based upon resolution. 1024x768 = nominal.
Start value for soft edges for distancealpha.
End value for soft edges for distancealpha.
Enable glow/shadow for distance coded textures.
color of outter glow for distance coded line art.
Base glow alpha amount for glows/shadows with distance alpha.
start value for glow/shadow
end value for glow/shadow
texture offset x for glow mask.
texture offset y for glow mask.
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
Scale the size of the soft part of the outline based upon resolution. 1024x768 = nominal.
Use texcoord1 for detail texture
Disables SRGB conversion of color texture read.
Disables SRGB conversion of shader results.
Forces this material to receive flashlights.
Flags this material as possibly being run through single pass flashlight code
Displacement map
Simulate srgb read in shader code
Separate tint mask texture (as opposed to using basetexture alpha)
Turn on gradient color modulation
First gradient stop and position
Second gradient stop and position
Third gradient stop and position