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GameStar 2006 April
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Gamestar_83_2006-04_dvd.iso
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demowot_english.exe
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InfDX
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layersets
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deferred-SF.layerset
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Text File
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2005-12-08
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4KB
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214 lines
; default statek frame kezdeten
; DEPTHSTENCIL = "UNDEFINED"
; TARGET0 = "UNDEFINED"
; TARGET1 = "NONE"
; TARGET2 = "NONE"
; TARGET3 = "NONE"
; VIEWPORT = "UNDEFINED"
; stencil selector
; 0 = unlit
; 1 = specularly:) lit
; 2 = normally lit
; 3 = terrain
[DEFERRED-ALBEDO.LAYER]
{
TARGET0 = "DEFERRED-ALBEDO.SURFACE"
TARGET1 = "DEFERRED-NORMAL.SURFACE"
TARGET2 = "DEFERRED-POSITION.SURFACE"
PUSHTARGET = ""
SETTARGET = ""
CLEAR = "TARGET", "DEPTH", "STENCIL"
EXECPASS = "DEFERRED-TOOLKIT.MAT", "STENCIL-TWO.PASS" ; normal
RENDER = ""
}
[DEFERRED-SPECULAR.LAYER]
{
EXECPASS = "DEFERRED-TOOLKIT.MAT", "STENCIL-ONE.PASS" ; specular
RENDER = ""
}
[DEFERRED-UNLIT.LAYER]
{
EXECPASS = "DEFERRED-TOOLKIT.MAT", "STENCIL-ZERO.PASS"
RENDER = ""
}
[DEFERRED-TERRAIN.LAYER]
{
EXECPASS = "DEFERRED-TOOLKIT.MAT", "STENCIL-THREE.PASS" ; terrain
RENDER = ""
}
[DEFERRED-ALPHATEST.LAYER]
{
EXECPASS = "DEFERRED-TOOLKIT.MAT", "STENCIL-TWO.PASS" ; normal
RENDER = ""
}
; now we're switching back to single-rendertarget
[DEFERRED-TERRAINOVERLAY.LAYER]
{
TARGET1 = "NULL.SURFACE"
TARGET2 = "NULL.SURFACE"
SETTARGET = ""
EXECPASS = "DEFERRED-TOOLKIT.MAT", "STENCILOFF.PASS"
RENDER = "SORTER_Z", 1
}
[DEFERRED-OVERLAY.LAYER]
{
RENDER = "SORTER_Z", 1
}
; now we're switching back to the original backbuffer
[DEFERRED-COMPOSITE.LAYER]
{
POPTARGET = ""
SETTARGET = ""
}
[DEFERRED-COMPOSITE-DIR.LAYER]
{
BREAKIF = "TDX_ENGINE_SHADOW"
EXECPASS = "DEFERRED-TOOLKIT.MAT", "STENCIL-ACCEPT-TWOORMORE.PASS"
FSQUAD = "DEFERRED-TOOLKIT.MAT", "DIRECTIONAL.PASS"
EXECPASS = "DEFERRED-TOOLKIT.MAT", "STENCIL-ACCEPT-ONE.PASS"
FSQUAD = "DEFERRED-TOOLKIT.MAT", "DIRECTIONAL-SPECULAR.PASS"
}
[DEFERRED-COMPOSITE-DIRSHADOW.LAYER]
{
BREAKIFNOT = "TDX_ENGINE_SHADOW"
EXECPASS = "DEFERRED-TOOLKIT.MAT", "STENCIL-ACCEPT-TWOORMORE.PASS"
FSQUAD = "DEFERRED-TOOLKIT.MAT", "DIRECTIONAL-SHADOW.PASS"
EXECPASS = "DEFERRED-TOOLKIT.MAT", "STENCIL-ACCEPT-ONE.PASS"
FSQUAD = "DEFERRED-TOOLKIT.MAT", "DIRECTIONAL-SPECULAR-SHADOW.PASS"
}
[DEFERRED-COMPOSITE-REST.LAYER]
{
LIGHTSPHERES = "DEFERRED-TOOLKIT.MAT", "POINT.PASS", "DEFERRED-TOOLKIT.MAT", "POINT-SPECULAR.PASS"
LIGHTCONES = "DEFERRED-TOOLKIT.MAT", "SPOT.PASS", "DEFERRED-TOOLKIT.MAT", "SPOT-SPECULAR.PASS"
EXECPASS = "DEFERRED-TOOLKIT.MAT", "STENCIL-ACCEPT-ZERO.PASS"
FSQUAD = "DEFERRED-TOOLKIT.MAT", "UNLIT.PASS"
; kikapcsoljuk a stencilt
EXECPASS = "DEFERRED-TOOLKIT.MAT", "STENCILOFF.PASS"
; (Rimo) Fog
FSQUAD = "RATMOSPHEREFOG.MAT", "DEFERRED-TRANSPARENT.PASS"
}
[DEFERRED-RATMOSPHERE.LAYER]
{
RENDER = "SORTER_Z", 1
}
[DEFERRED-WATER.LAYER]
{
STRETCHRECT = "BACKGROUND.SURFACE"
RENDER = ""
}
; (Rimo) MetaSmoke begin
[DEFERRED-RMETASMOKE-NORMAL.LAYER]
{
PUSHTARGET = ""
TARGET0 = "RMETASMOKE-NORMAL.SURFACE"
TARGET1 = "NULL.SURFACE"
TARGET2 = "NULL.SURFACE"
TARGET3 = "NULL.SURFACE"
DEPTHSTENCIL = "NULL.SURFACE"
SETTARGET = ""
CLEAR = "TARGET"
RENDER = "SORTER_Z", 1
}
[DEFERRED-RMETASMOKE-NORMAL.LAYER]
{
POPTARGET = ""
SETTARGET = ""
}
; (Rimo) MetaSmoke end
[DEFERRED-TRANSPARENT.LAYER]
{
RENDER = "SORTER_Z", 1
}
[DEFERRED-UBER.LAYER]
{
RENDER = "SORTER_Z", 1
}
; (Rimo) DepthOfField begin
[DEFERRED-RDEPTHOFFIELD-BLUR]
{
STRETCHRECT = "RBLURTARGET1.SURFACE"
PUSHTARGET = ""
TARGET0 = "RBLURTARGET2.SURFACE"
TARGET1 = "NULL.SURFACE"
TARGET2 = "NULL.SURFACE"
TARGET3 = "NULL.SURFACE"
DEPTHSTENCIL = "NULL.SURFACE"
SETTARGET = ""
EXECPASS = "DEFERRED-TOOLKIT.MAT", "STENCIL-ZERO.PASS"
PARAM = 1, 0, 0, 0
FSQUAD = "RDEPTHOFFIELD.MAT", "BLUR.PASS"
STRETCHRECT = "RBLURTARGET1.SURFACE"
PARAM = 0, 1, 0, 0
FSQUAD = "RDEPTHOFFIELD.MAT", "BLUR.PASS"
}
[DEFERRED-RDEPTHOFFIELD]
{
POPTARGET = ""
PUSHTARGET = ""
TARGET1 = "NULL.SURFACE"
TARGET2 = "NULL.SURFACE"
TARGET3 = "NULL.SURFACE"
DEPTHSTENCIL = "NULL.SURFACE"
SETTARGET = ""
; SF-ben most atmenetileg atalakitottuk heat-haze-ze
; FSQUAD = "RDEPTHOFFIELD.MAT", "DEFERRED-TRANSPARENT.PASS"
FSQUAD = "DEFERRED-TOOLKIT.MAT", "HEATHAZE.PASS"
}
[DEFERRED-RDEPTHOFFIELD-END]
{
POPTARGET = ""
SETTARGET = ""
}
; (Rimo) DepthOfField end