ppovb5fc7/gazebo/media/materials/scripts/deferred_post_minilight.mat...

143 lines
2.7 KiB
Plaintext

// Auxiliary lights
/////////////////////////////////////////////////
// Deferred Shading
/////////////////////////////////////////////////
// Reference material [geometry]
material DeferredShading/LightMaterial/Geometry
{
technique DeferredTechnique
{
pass DeferredPass
{
// Don't disable depth test, because the light doesn't have to be rendered
// if the bounding geometry is obscured.
scene_blend add
depth_write off
depth_check on
lighting off
texture_unit tex0
{
content_type compositor DeferredShading/GBuffer mrt_output 0
tex_address_mode clamp
filtering none
}
texture_unit tex1
{
content_type compositor DeferredShading/GBuffer mrt_output 1
tex_address_mode clamp
filtering none
}
}
}
}
// Reference material [geometry w/shadows]
material DeferredShading/LightMaterial/GeometryShadow : DeferredShading/LightMaterial/Geometry
{
technique DeferredTechnique
{
pass DeferredPass
{
texture_unit ShadowMap
{
content_type shadow
}
}
}
}
// Reference material [quad]
material DeferredShading/LightMaterial/Quad : DeferredShading/LightMaterial/Geometry
{
technique DeferredTechnique
{
pass DeferredPass
{
depth_check off
}
}
}
// Reference material [quad w/shadows]
material DeferredShading/LightMaterial/QuadShadow : DeferredShading/LightMaterial/GeometryShadow
{
technique DeferredTechnique
{
pass DeferredPass
{
depth_check off
}
}
}
/////////////////////////////////////////////////
// Deferred Lighting
/////////////////////////////////////////////////
// Reference material [geometry]
material DeferredLighting/LightMaterial/Geometry
{
technique DeferredTechnique
{
pass DeferredPass
{
// Don't disable depth test, because the light doesn't have to be rendered
// if the bounding geometry is obscured.
scene_blend add
depth_write off
depth_check on
lighting off
texture_unit GBuffer
{
content_type compositor DeferredLighting/GBuffer mrt_output 0
tex_address_mode clamp
filtering none
}
}
}
}
// Reference material [geometry w/shadows]
material DeferredLighting/LightMaterial/GeometryShadow : DeferredLighting/LightMaterial/Geometry
{
technique DeferredTechnique
{
pass DeferredPass
{
texture_unit ShadowMap
{
content_type shadow
}
}
}
}
// Reference material [quad]
material DeferredLighting/LightMaterial/Quad : DeferredLighting/LightMaterial/Geometry
{
technique DeferredTechnique
{
pass DeferredPass
{
depth_check off
}
}
}
// Reference material [quad w/shadows]
material DeferredLighting/LightMaterial/QuadShadow : DeferredLighting/LightMaterial/GeometryShadow
{
technique DeferredTechnique
{
pass DeferredPass
{
depth_check off
}
}
}