Torque3D/Templates/Full/game/art/shapes/cube/materials.cs
Areloch 2be32ad737 Implementation of reflection and skylight probes.
Moves lighting math to the diffuse/specular two-channel logic.
2018-09-16 22:15:07 -05:00

47 lines
1.8 KiB
C#

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
//--- cube.dae MATERIALS BEGIN ---
singleton Material(cube_GridMaterial)
{
mapTo = "GridMaterial";
diffuseColor[0] = "1 1 1 1";
specular[0] = "0.9 0.9 0.9 1";
specularPower[0] = 0.415939;
pixelSpecular[0] = false;
emissive[0] = false;
doubleSided = false;
translucent = false;
translucentBlendOp = "None";
materialTag0 = "Miscellaneous";
smoothness[0] = "1";
metalness[0] = "1";
specularPower0 = "0.415939";
pixelSpecular0 = "0";
specular0 = "0.9 0.9 0.9 1";
};
//--- cube.dae MATERIALS END ---