axmol/tests/cpp-tests/Resources/Materials/3d_effects.material

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// A "Material" file can contain one or more materials
material spaceship
{
// A Material contains one or more Techniques
// The first technique is going to be the default one.
// In this case, the default one is "unlit"
// A "Technique" describes how the material is going to be renderer
// Techniques could be:
// - How a Model is going to be renderer in high quality
// - or in low quality
// - or when using lights
// - or when not using lights
// - or to "outline" a model
// etc...
technique normal
{
// A technique can contain one or more passes
// A "Pass" describes the "draws" that will be needed
// in order to achieve the desired technique
// The 3 properties of the Passes are:
//
// renderState:
// resposinble for depth buffer, cullface, stencil, blending, etc.
// shader:
// responsible for the vertex and frag shaders, and its uniforms
// sampler:
// responsible for setting the texture and its parameters
pass 0
{
shader
{
vertexShader = Shaders3D/3d_position_tex.vert
fragmentShader = Shaders3D/3d_color_tex.frag
}
sampler 0
{
path = Sprite3DTest/boss.png
}
}
}
// This is another technique. It "outlines" the model
// It has 3 passes in order to get the desired effect
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technique outline
{
// 1st pass:
// creates a yellow outline of only the hull
pass outline
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{
renderState
{
cullFace = true
cullFaceSide = BACK
depthTest = false
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}
shader
{
vertexShader = Shaders3D/OutLine.vert
fragmentShader = Shaders3D/OutLine.frag
// Uniforms
OutLineColor = 1,1,0
OutlineWidth = 0.04
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}
sampler 0
{
path = Sprite3DTest/boss.png
}
}
// 2nd pass:
// creates a blue outline of the borders
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pass outline thick
{
renderState
{
cullFace = true
cullFaceSide = FRONT
depthTest = true
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}
shader
{
vertexShader = Shaders3D/OutLine.vert
fragmentShader = Shaders3D/OutLine.frag
// Uniforms
OutLineColor = 0,0,1
OutlineWidth = 0.02
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}
sampler 0
{
path = Sprite3DTest/boss.png
}
}
// 3rd pass
// Renders the model "normally"
// When a 'renderState' is not present it will use the default renderState
pass normal
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{
shader
{
vertexShader = Shaders3D/3d_position_tex.vert
fragmentShader = Shaders3D/3d_color_tex.frag
}
sampler 0
{
path = Sprite3DTest/boss.png
}
}
}
// Another technique:
// This one renders the model using the lights avaiable from the Scene
technique lit
{
pass 0
{
shader
{
// You can pass "compile time" variables to your shader using a 'defines'
defines = MAX_POINT_LIGHT_NUM 1;MAX_SPOT_LIGHT_NUM 1;MAX_DIRECTIONAL_LIGHT_NUM 1
vertexShader = Shaders3D/3d_position_normal_tex.vert
fragmentShader = Shaders3D/3d_color_normal_tex.frag
}
sampler 0
{
path = Sprite3DTest/boss.png
}
}
}
}