Rendering and Shaders: Difference between revisions

From Archon Wiki
Jump to navigation Jump to search
No edit summary
Line 1: Line 1:
==MAX Exporter==
== Converter Tool ==
 
NOTE: The Converter replaces the MAX script plugin for exporting units.  The converter can accept FBX files from most 3D tools.
 
Valid map slots to be used are Diffuse, Specular Colour, Glossiness, and Bump (which is the normal map).  The exporter should correctly handle baked materials.  The maps are available in the game shaders in the following order in samplers [0-3].
Valid map slots to be used are Diffuse, Specular Colour, Glossiness, and Bump (which is the normal map).  The exporter should correctly handle baked materials.  The maps are available in the game shaders in the following order in samplers [0-3].


Line 7: Line 10:
Gloss
Gloss


NOTE: object names must not exceed 22 characters.
=== Tool Controls ===
 
Hold LMB - rotate camera
Hold RMB - pan camera
Mousewheel - zoom
RETURN - reset camera
L - cycle through lights
SPACE - toggle camera light
F1 - reload shaders
 
=== CONFIG file ===
 
If a CONFIG.TXT file is found in the same folder as the EXE, it can contain the following:
 
Texture Paths
 
Multiple texture paths which are searched in order for any textures
 
[TEXTURES]
PATH <texturePath>
PATH ...
 


==Shader input data==
==Shader input data==

Revision as of 21:24, 18 November 2015

Converter Tool

NOTE: The Converter replaces the MAX script plugin for exporting units. The converter can accept FBX files from most 3D tools.

Valid map slots to be used are Diffuse, Specular Colour, Glossiness, and Bump (which is the normal map). The exporter should correctly handle baked materials. The maps are available in the game shaders in the following order in samplers [0-3].

Diffuse Normal Specular Gloss

Tool Controls

Hold LMB - rotate camera Hold RMB - pan camera Mousewheel - zoom RETURN - reset camera L - cycle through lights SPACE - toggle camera light F1 - reload shaders

CONFIG file

If a CONFIG.TXT file is found in the same folder as the EXE, it can contain the following:

Texture Paths

Multiple texture paths which are searched in order for any textures

[TEXTURES] PATH <texturePath> PATH ...


Shader input data

When writing shaders, the following registers can be assumed to be filled

  • world matrix c0
  • view matrix c4
  • projection matrix c8
  • WVP combo c12
  • light data (dir, colour, ambient) c16
  • world Normal matrix c20
  • shadowmap lighting trx combo c24
  • camera position vector c28
  • c29-31 not used yet
  • c32 assume all past here are bones