You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Copy file name to clipboardExpand all lines: jme3-terrain/src/main/resources/Common/MatDefs/Terrain/AdvancedPBRTerrain.j3md
+58-43Lines changed: 58 additions & 43 deletions
Original file line number
Diff line number
Diff line change
@@ -1,23 +1,20 @@
1
-
// NOTE: Doesn't support OpenGL1
2
-
MaterialDef Advanced PBR Terrain {
1
+
MaterialDef AdvancedPBRTerrain {
3
2
4
3
MaterialParameters {
5
-
Int BoundDrawBuffer
6
4
7
-
5
+
Texture2D SunLightExposureMap
8
6
Boolean UseVertexColorsAsSunIntensity //set true to make the vertex color's R channel how exposed a vertex is to the sun
9
7
Float StaticSunIntensity //used for setting the sun exposure value for a whole material
10
-
//these are usually generated at run time or setup in a level editor per-geometry, so that models indoors can have the DirectionalLight dimmed accordingly.
8
+
//these are usually generated at run time or setup in a level editor per-geometry, so that models indooes can have the DirectionalLight dimmed accordingly.
11
9
12
-
Boolean BrightenIndoorShadows //set true if shadows are enabled and indoor areas without full sun exposure are too dark compared to when shadows are turned off in settings
10
+
Boolean BrightenIndoorShadows //set true if shadows are enabled and indoor areas withour full sun exposure are too dark compared to when shadows are turned off in settings
// screen space variance,Use the slider to set the strength of the geometric specular anti-aliasing effect between 0 and 1. Higher values produce a blurrier result with less aliasing.
33
-
Float SpecularAASigma
34
-
// clamping threshold,Use the slider to set a maximum value for the offset that HDRP subtracts from the smoothness value to reduce artifacts.
// debug the final value of the selected layer as a color output
173
-
Int DebugValuesMode
175
+
//used in order to convert world coords to tex coords so afflictionTexture accurately represents the world in cases where terrain is not scaled at a 1,1,1 value
176
+
Float TileWidth : 0
177
+
Vector3 TileLocation
174
178
179
+
// debug the final value of the selected layer as a color output
0 commit comments