Using the glass shader the author can control the following properties:
(a)Texture - Whats on the glass, colour, scratches etc
(b)Translucency - How see-through the glass is
(c)Specular - The size of the 'shiny' highlight phong
(d)Environment Map - The intensity of the environment map (the faked reflection) in both day and night lighting conditions.
Example Use:
Windows on Rolling Stock
Point of Interest:
Only a single texture needs to be created by the author, even though there are two texture slots in this material. Both texture slots MUST contain a texture reference. The same texture can be referenced (or pointed to) in both texture slots. This second texture slot simply exists to allow the game code to carry out a second environment pass (fake reflection map) in the game.
Here we have the TrainGlass.fx shader applied to 3 assets (A,B and C), all using different parameters.
TrainGlass.fx shader viewed in the daytime.
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TrainGlass.fx shader viewed in the nighttime.
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Here we have the 3 materials used for the assets A, B and C. All use the same shader (TrainGlass.fx) but use different parameters. The parameters are highlighted below.
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The important parameters are the UV arguments (for Slot 1 only), and the Specular Power.
UV argument 1 : This specifies the 'tightness' of the phong highlight. Keep this value somewhere between 0-64 with 64 being the 'tightest'.
UV argument 2 : This specifies the intensity of the reflection (day-time)
UV argument 3 : This specifies the intensity of the reflection (night-time).
Specular Power : This specifies how brightness (or intensity) of the phong highlight. Keep this between 0-8 with 8 being brightest.
Example texture (used for the examples above) showing RGB and intensity of alpha channel.
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Is this exported as scenery blueprint?
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ReplyDeleteDerek - do the various parameters actually have any effect any more in TS2019? It seems no matter what I change, the net result in the game is the same now.
ReplyDeleteChris, forget. Blog is dead for many years.
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