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material.lua
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material.lua
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local function name_translate()
-- https://github.com/Nican/swarm-sdk/blob/master/src/materialsystem/stdshaders/unlitgeneric_dx9.cpp#L85-L163
info.m_nBaseTexture = BASETEXTURE
info.m_nBaseTextureFrame = FRAME
info.m_nBaseTextureTransform = BASETEXTURETRANSFORM
info.m_nAlbedo = ALBEDO
info.m_nSelfIllumTint = -1
info.m_nDetail = DETAIL
info.m_nDetailFrame = DETAILFRAME
info.m_nDetailScale = DETAILSCALE
info.m_nDetailTextureCombineMode = DETAILBLENDMODE
info.m_nDetailTextureBlendFactor = DETAILBLENDFACTOR
info.m_nDetailTextureTransform = DETAILTEXTURETRANSFORM
info.m_nEnvmap = ENVMAP
info.m_nEnvmapFrame = ENVMAPFRAME
info.m_nEnvmapMask = ENVMAPMASK
info.m_nEnvmapMaskFrame = ENVMAPMASKFRAME
info.m_nEnvmapMaskTransform = ENVMAPMASKTRANSFORM
info.m_nEnvmapTint = ENVMAPTINT
info.m_nBumpmap = -1
info.m_nBumpFrame = -1
info.m_nBumpTransform = -1
info.m_nEnvmapContrast = ENVMAPCONTRAST
info.m_nEnvmapSaturation = ENVMAPSATURATION
info.m_nAlphaTestReference = ALPHATESTREFERENCE
info.m_nVertexAlphaTest = VERTEXALPHATEST
info.m_nFlashlightTexture = FLASHLIGHTTEXTURE
info.m_nFlashlightTextureFrame = FLASHLIGHTTEXTUREFRAME
info.m_nHDRColorScale = HDRCOLORSCALE
info.m_nPhongExponent = -1
info.m_nPhongExponentTexture = -1
info.m_nDiffuseWarpTexture = -1
info.m_nPhongWarpTexture = -1
info.m_nPhongBoost = -1
info.m_nPhongFresnelRanges = -1
info.m_nPhong = -1
info.m_nPhongTint = -1
info.m_nPhongAlbedoTint = -1
info.m_nSelfIllumEnvMapMask_Alpha = -1
info.m_nAmbientOnly = -1
info.m_nBaseMapAlphaPhongMask = -1
info.m_nEnvmapFresnel = -1
info.m_nSelfIllumMask = -1
info.m_nAmbientOcclusion = -1
info.m_nBaseMapLuminancePhongMask = -1
info.m_nDistanceAlpha = DISTANCEALPHA
info.m_nDistanceAlphaFromDetail = DISTANCEALPHAFROMDETAIL
info.m_nSoftEdges = SOFTEDGES
info.m_nEdgeSoftnessStart = EDGESOFTNESSSTART
info.m_nEdgeSoftnessEnd = EDGESOFTNESSEND
info.m_nScaleEdgeSoftnessBasedOnScreenRes = SCALEEDGESOFTNESSBASEDONSCREENRES
info.m_nGlow = GLOW
info.m_nGlowColor = GLOWCOLOR
info.m_nGlowAlpha = GLOWALPHA
info.m_nGlowStart = GLOWSTART
info.m_nGlowEnd = GLOWEND
info.m_nGlowX = GLOWX
info.m_nGlowY = GLOWY
info.m_nOutline = OUTLINE
info.m_nOutlineColor = OUTLINECOLOR
info.m_nOutlineAlpha = OUTLINEALPHA
info.m_nOutlineStart0 = OUTLINESTART0
info.m_nOutlineStart1 = OUTLINESTART1
info.m_nOutlineEnd0 = OUTLINEEND0
info.m_nOutlineEnd1 = OUTLINEEND1
info.m_nScaleOutlineSoftnessBasedOnScreenRes = SCALEOUTLINESOFTNESSBASEDONSCREENRES
info.m_nSeparateDetailUVs = SEPARATEDETAILUVS
info.m_nLinearWrite = LINEARWRITE
info.m_nGammaColorRead = GAMMACOLORREAD
info.m_nReceiveFlashlight = RECEIVEFLASHLIGHT
info.m_nSinglePassFlashlight = SINGLEPASSFLASHLIGHT
info.m_nShaderSrgbRead360 = SHADERSRGBREAD360
info.m_nDisplacementMap = DISPLACEMENTMAP
-- https://github.com/Nican/swarm-sdk/blob/master/src/materialsystem/stdshaders/vertexlitgeneric_dx9.cpp#L168-L272
info.m_nBaseTexture = BASETEXTURE
info.m_nWrinkle = COMPRESS
info.m_nStretch = STRETCH
info.m_nBaseTextureFrame = FRAME
info.m_nBaseTextureTransform = BASETEXTURETRANSFORM
info.m_nAlbedo = ALBEDO
info.m_nSelfIllumTint = SELFILLUMTINT
info.m_nDetail = DETAIL
info.m_nDetailFrame = DETAILFRAME
info.m_nDetailScale = DETAILSCALE
info.m_nEnvmap = ENVMAP
info.m_nEnvmapFrame = ENVMAPFRAME
info.m_nEnvmapMask = ENVMAPMASK
info.m_nEnvmapMaskFrame = ENVMAPMASKFRAME
info.m_nEnvmapMaskTransform = ENVMAPMASKTRANSFORM
info.m_nEnvmapTint = ENVMAPTINT
info.m_nBumpmap = BUMPMAP
info.m_nNormalWrinkle = BUMPCOMPRESS
info.m_nNormalStretch = BUMPSTRETCH
info.m_nBumpFrame = BUMPFRAME
info.m_nBumpTransform = BUMPTRANSFORM
info.m_nEnvmapContrast = ENVMAPCONTRAST
info.m_nEnvmapSaturation = ENVMAPSATURATION
info.m_nAlphaTestReference = ALPHATESTREFERENCE
info.m_nFlashlightNoLambert = FLASHLIGHTNOLAMBERT
info.m_nFlashlightTexture = FLASHLIGHTTEXTURE
info.m_nFlashlightTextureFrame = FLASHLIGHTTEXTUREFRAME
info.m_nSelfIllumEnvMapMask_Alpha = SELFILLUM_ENVMAPMASK_ALPHA
info.m_nSelfIllumFresnel = SELFILLUMFRESNEL
info.m_nSelfIllumFresnelMinMaxExp = SELFILLUMFRESNELMINMAXEXP
info.m_nSelfIllumMaskScale = SELFILLUMMASKSCALE
info.m_nAmbientOnly = AMBIENTONLY
info.m_nPhongExponent = PHONGEXPONENT
info.m_nPhongExponentTexture = PHONGEXPONENTTEXTURE
info.m_nPhongTint = PHONGTINT
info.m_nPhongAlbedoTint = PHONGALBEDOTINT
info.m_nDiffuseWarpTexture = LIGHTWARPTEXTURE
info.m_nPhongWarpTexture = PHONGWARPTEXTURE
info.m_nPhongBoost = PHONGBOOST
info.m_nPhongFresnelRanges = PHONGFRESNELRANGES
info.m_nPhong = PHONG
info.m_nBaseMapAlphaPhongMask = BASEMAPALPHAPHONGMASK
info.m_nEnvmapFresnel = ENVMAPFRESNEL
info.m_nDetailTextureCombineMode = DETAILBLENDMODE
info.m_nDetailTextureBlendFactor = DETAILBLENDFACTOR
info.m_nDetailTextureTransform = DETAILTEXTURETRANSFORM
info.m_nBaseMapLuminancePhongMask = BASEMAPLUMINANCEPHONGMASK
-- Rim lighting parameters
info.m_nRimLight = RIMLIGHT
info.m_nRimLightPower = RIMLIGHTEXPONENT
info.m_nRimLightBoost = RIMLIGHTBOOST
info.m_nRimMask = RIMMASK
-- seamless
info.m_nSeamlessScale = SEAMLESS_SCALE
info.m_nSeamlessDetail = SEAMLESS_DETAIL
info.m_nSeamlessBase = SEAMLESS_BASE
info.m_nSeparateDetailUVs = SEPARATEDETAILUVS
info.m_nLinearWrite = LINEARWRITE
info.m_nDetailTint = DETAILTINT
info.m_nInvertPhongMask = INVERTPHONGMASK
info.m_nSelfIllumMask = SELFILLUMMASK
info.m_nShaderSrgbRead360 = SHADERSRGBREAD360
info.m_nAmbientOcclusion = AMBIENTOCCLUSION
info.m_nBlendTintByBaseAlpha = BLENDTINTBYBASEALPHA
info.m_nDesaturateWithBaseAlpha = DESATURATEWITHBASEALPHA
info.m_nAllowDiffuseModulation = ALLOWDIFFUSEMODULATION
info.m_nEnvMapFresnelMinMaxExp = ENVMAPFRESNELMINMAXEXP
info.m_nBaseAlphaEnvMapMaskMinMaxExp = BASEALPHAENVMAPMASKMINMAXEXP
info.m_nDisplacementMap = DISPLACEMENTMAP
info.m_nDisplacementWrinkleMap = DISPLACEMENTWRINKLE
info.m_nPhongDisableHalfLambert = PHONGDISABLEHALFLAMBERT
info.m_nFoW = FOW
info.m_nTreeSway = TREESWAY
info.m_nTreeSwayHeight = TREESWAYHEIGHT
info.m_nTreeSwayStartHeight = TREESWAYSTARTHEIGHT
info.m_nTreeSwayRadius = TREESWAYRADIUS
info.m_nTreeSwayStartRadius = TREESWAYSTARTRADIUS
info.m_nTreeSwaySpeed = TREESWAYSPEED
info.m_nTreeSwaySpeedHighWindMultiplier = TREESWAYSPEEDHIGHWINDMULTIPLIER
info.m_nTreeSwayStrength = TREESWAYSTRENGTH
info.m_nTreeSwayScrumbleSpeed = TREESWAYSCRUMBLESPEED
info.m_nTreeSwayScrumbleStrength = TREESWAYSCRUMBLESTRENGTH
info.m_nTreeSwayScrumbleFrequency = TREESWAYSCRUMBLEFREQUENCY
info.m_nTreeSwayFalloffExp = TREESWAYFALLOFFEXP
info.m_nTreeSwayScrumbleFalloffExp = TREESWAYSCRUMBLEFALLOFFEXP
info.m_nTreeSwaySpeedLerpStart = TREESWAYSPEEDLERPSTART
info.m_nTreeSwaySpeedLerpEnd = TREESWAYSPEEDLERPEND
info.m_nBlendStrength = EMISSIVEBLENDSTRENGTH
info.m_nBaseTexture = EMISSIVEBLENDBASETEXTURE
info.m_nFlowTexture = EMISSIVEBLENDFLOWTEXTURE
info.m_nEmissiveTexture = EMISSIVEBLENDTEXTURE
info.m_nEmissiveTint = EMISSIVEBLENDTINT
info.m_nEmissiveScrollVector = EMISSIVEBLENDSCROLLVECTOR
info.m_nTime = TIME
info.m_nFleshTexture = FLESHINTERIORTEXTURE
info.m_nFleshNoiseTexture = FLESHINTERIORNOISETEXTURE
info.m_nFleshBorderTexture1D = FLESHBORDERTEXTURE1D
info.m_nFleshNormalTexture = FLESHNORMALTEXTURE
info.m_nFleshSubsurfaceTexture = FLESHSUBSURFACETEXTURE
info.m_nFleshCubeTexture = FLESHCUBETEXTURE
info.m_nflBorderNoiseScale = FLESHBORDERNOISESCALE
info.m_nflDebugForceFleshOn = FLESHDEBUGFORCEFLESHON
info.m_nvEffectCenterRadius1 = FLESHEFFECTCENTERRADIUS1
info.m_nvEffectCenterRadius2 = FLESHEFFECTCENTERRADIUS2
info.m_nvEffectCenterRadius3 = FLESHEFFECTCENTERRADIUS3
info.m_nvEffectCenterRadius4 = FLESHEFFECTCENTERRADIUS4
info.m_ncSubsurfaceTint = FLESHSUBSURFACETINT
info.m_nflBorderWidth = FLESHBORDERWIDTH
info.m_nflBorderSoftness = FLESHBORDERSOFTNESS
info.m_ncBorderTint = FLESHBORDERTINT
info.m_nflGlobalOpacity = FLESHGLOBALOPACITY
info.m_nflGlossBrightness = FLESHGLOSSBRIGHTNESS
info.m_nflScrollSpeed = FLESHSCROLLSPEED
info.m_nTime = TIME
end
local function base_shader()
return {
-- https:--github.com/Nican/swarm-sdk/blob/master/src/materialsystem/shaderlib/BaseShader.cpp#L78-L93
{
"$flags",
"flags",
SHADER_PARAM_TYPE_INTEGER,
"0",
SHADER_PARAM_NOT_EDITABLE,
},
{
"$flags_defined",
"flags_defined",
SHADER_PARAM_TYPE_INTEGER,
"0",
SHADER_PARAM_NOT_EDITABLE,
},
{
"$flags2",
"flags2",
SHADER_PARAM_TYPE_INTEGER,
"0",
SHADER_PARAM_NOT_EDITABLE,
},
{
"$flags_defined2",
"flags2_defined",
SHADER_PARAM_TYPE_INTEGER,
"0",
SHADER_PARAM_NOT_EDITABLE,
},
{"$color", "color", SHADER_PARAM_TYPE_COLOR, "[1 1 1]", 0},
{"$alpha", "alpha", SHADER_PARAM_TYPE_FLOAT, "1.0", 0},
{
"$basetexture",
"Base Texture with lighting built in",
SHADER_PARAM_TYPE_TEXTURE,
"shadertest/BaseTexture",
0,
},
{"$frame", "Animation Frame", SHADER_PARAM_TYPE_INTEGER, "0", 0},
{
"$basetexturetransform",
"Base Texture Texcoord Transform",
SHADER_PARAM_TYPE_MATRIX,
"center .5 .5 scale 1 1 rotate 0 translate 0 0",
0,
},
{
"$flashlighttexture",
"flashlight spotlight shape texture",
SHADER_PARAM_TYPE_TEXTURE,
"effects/flashlight001",
SHADER_PARAM_NOT_EDITABLE,
},
{
"$flashlighttextureframe",
"Animation Frame for $flashlight",
SHADER_PARAM_TYPE_INTEGER,
"0",
SHADER_PARAM_NOT_EDITABLE,
},
{"$color2", "color2", SHADER_PARAM_TYPE_COLOR, "[1 1 1]", 0},
{
"$srgbtint",
"tint value to be applied when running on new-style srgb parts",
SHADER_PARAM_TYPE_COLOR,
"[1 1 1]",
0,
},
{"$realwidth", "gmod specific", SHADER_PARAM_TYPE_INTEGER, "0", 0},
{"$realheight", "gmod specific", SHADER_PARAM_TYPE_INTEGER, "0", 0},
}
end
local shaders = {
unlitgeneric = function()
-- https:--github.com/ValveSoftware/source-sdk-2013/blob/master/sp/src/materialsystem/stdshaders/unlitgeneric_dx9.cpp#L17-L79
SHADER_PARAM(
ALBEDO,
SHADER_PARAM_TYPE_TEXTURE,
"shadertest/BaseTexture",
"albedo (Base texture with no baked lighting)"
)
SHADER_PARAM(DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/detail", "detail texture")
SHADER_PARAM(DETAILFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $detail")
SHADER_PARAM(DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "4", "scale of the detail texture")
SHADER_PARAM(ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap")
SHADER_PARAM(ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "", "envmap frame number")
SHADER_PARAM(
ENVMAPMASK,
SHADER_PARAM_TYPE_TEXTURE,
"shadertest/shadertest_envmask",
"envmap mask"
)
SHADER_PARAM(ENVMAPMASKFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "")
SHADER_PARAM(
ENVMAPMASKTRANSFORM,
SHADER_PARAM_TYPE_MATRIX,
"center .5 .5 scale 1 1 rotate 0 translate 0 0",
"$envmapmask texcoord transform"
)
SHADER_PARAM(ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint")
SHADER_PARAM(
ENVMAPCONTRAST,
SHADER_PARAM_TYPE_FLOAT,
"0.0",
"contrast 0 == normal 1 == color*color"
)
SHADER_PARAM(
ENVMAPSATURATION,
SHADER_PARAM_TYPE_FLOAT,
"1.0",
"saturation 0 == greyscale 1 == normal"
)
SHADER_PARAM(ALPHATESTREFERENCE, SHADER_PARAM_TYPE_FLOAT, "0.7", "")
SHADER_PARAM(VERTEXALPHATEST, SHADER_PARAM_TYPE_INTEGER, "0", "")
SHADER_PARAM(HDRCOLORSCALE, SHADER_PARAM_TYPE_FLOAT, "1.0", "hdr color scale")
SHADER_PARAM(
PHONGEXPONENT,
SHADER_PARAM_TYPE_FLOAT,
"5.0",
"Phong exponent for local specular lights"
)
SHADER_PARAM(PHONGTINT, SHADER_PARAM_TYPE_VEC3, "5.0", "Phong tint for local specular lights")
SHADER_PARAM(
PHONGALBEDOTINT,
SHADER_PARAM_TYPE_BOOL,
"1.0",
"Apply tint by albedo (controlled by spec exponent texture"
)
SHADER_PARAM(
LIGHTWARPTEXTURE,
SHADER_PARAM_TYPE_TEXTURE,
"shadertest/BaseTexture",
"1D ramp texture for tinting scalar diffuse term"
)
SHADER_PARAM(
PHONGWARPTEXTURE,
SHADER_PARAM_TYPE_TEXTURE,
"shadertest/BaseTexture",
"2D map for warping specular"
)
SHADER_PARAM(
PHONGFRESNELRANGES,
SHADER_PARAM_TYPE_VEC3,
"[0 0.5 1]",
"Parameters for remapping fresnel output"
)
SHADER_PARAM(
PHONGBOOST,
SHADER_PARAM_TYPE_FLOAT,
"1.0",
"Phong overbrightening factor (specular mask channel should be authored to account for this)"
)
SHADER_PARAM(
PHONGEXPONENTTEXTURE,
SHADER_PARAM_TYPE_TEXTURE,
"shadertest/BaseTexture",
"Phong Exponent map"
)
SHADER_PARAM(PHONG, SHADER_PARAM_TYPE_BOOL, "0", "enables phong lighting")
SHADER_PARAM(
DETAILBLENDMODE,
SHADER_PARAM_TYPE_INTEGER,
"0",
"mode for combining detail texture with base. 0=normal, 1= additive, 2=alpha blend detail over base, 3=crossfade"
)
SHADER_PARAM(
DETAILBLENDFACTOR,
SHADER_PARAM_TYPE_FLOAT,
"1",
"blend amount for detail texture."
)
SHADER_PARAM(
DETAILTEXTURETRANSFORM,
SHADER_PARAM_TYPE_MATRIX,
"center .5 .5 scale 1 1 rotate 0 translate 0 0",
"$detail texcoord transform"
)
SHADER_PARAM(
SELFILLUMMASK,
SHADER_PARAM_TYPE_TEXTURE,
"shadertest/BaseTexture",
"If we bind a texture here, it overrides base alpha (if any) for self illum"
)
SHADER_PARAM(
DISTANCEALPHA,
SHADER_PARAM_TYPE_BOOL,
"0",
"Use distance-coded alpha generated from hi-res texture by vtex."
)
SHADER_PARAM(
DISTANCEALPHAFROMDETAIL,
SHADER_PARAM_TYPE_BOOL,
"0",
"Take the distance-coded alpha mask from the detail texture."
)
SHADER_PARAM(
SOFTEDGES,
SHADER_PARAM_TYPE_BOOL,
"0",
"Enable soft edges to distance coded textures."
)
SHADER_PARAM(
SCALEEDGESOFTNESSBASEDONSCREENRES,
SHADER_PARAM_TYPE_BOOL,
"0",
"Scale the size of the soft edges based upon resolution. 1024x768 = nominal."
)
SHADER_PARAM(
EDGESOFTNESSSTART,
SHADER_PARAM_TYPE_FLOAT,
"0.6",
"Start value for soft edges for distancealpha."
)
SHADER_PARAM(
EDGESOFTNESSEND,
SHADER_PARAM_TYPE_FLOAT,
"0.5",
"End value for soft edges for distancealpha."
)
SHADER_PARAM(
GLOW,
SHADER_PARAM_TYPE_BOOL,
"0",
"Enable glow/shadow for distance coded textures."
)
SHADER_PARAM(
GLOWCOLOR,
SHADER_PARAM_TYPE_COLOR,
"[1 1 1]",
"color of outter glow for distance coded line art."
)
SHADER_PARAM(
GLOWALPHA,
SHADER_PARAM_TYPE_FLOAT,
"1",
"Base glow alpha amount for glows/shadows with distance alpha."
)
SHADER_PARAM(GLOWSTART, SHADER_PARAM_TYPE_FLOAT, "0.7", "start value for glow/shadow")
SHADER_PARAM(GLOWEND, SHADER_PARAM_TYPE_FLOAT, "0.5", "end value for glow/shadow")
SHADER_PARAM(GLOWX, SHADER_PARAM_TYPE_FLOAT, "0", "texture offset x for glow mask.")
SHADER_PARAM(GLOWY, SHADER_PARAM_TYPE_FLOAT, "0", "texture offset y for glow mask.")
SHADER_PARAM(
OUTLINE,
SHADER_PARAM_TYPE_BOOL,
"0",
"Enable outline for distance coded textures."
)
SHADER_PARAM(
OUTLINECOLOR,
SHADER_PARAM_TYPE_COLOR,
"[1 1 1]",
"color of outline for distance coded images."
)
SHADER_PARAM(OUTLINEALPHA, SHADER_PARAM_TYPE_FLOAT, "0.0", "alpha value for outline")
SHADER_PARAM(OUTLINESTART0, SHADER_PARAM_TYPE_FLOAT, "0.0", "outer start value for outline")
SHADER_PARAM(OUTLINESTART1, SHADER_PARAM_TYPE_FLOAT, "0.0", "inner start value for outline")
SHADER_PARAM(OUTLINEEND0, SHADER_PARAM_TYPE_FLOAT, "0.0", "inner end value for outline")
SHADER_PARAM(OUTLINEEND1, SHADER_PARAM_TYPE_FLOAT, "0.0", "outer end value for outline")
SHADER_PARAM(
SCALEOUTLINESOFTNESSBASEDONSCREENRES,
SHADER_PARAM_TYPE_BOOL,
"0",
"Scale the size of the soft part of the outline based upon resolution. 1024x768 = nominal."
)
SHADER_PARAM(
SEPARATEDETAILUVS,
SHADER_PARAM_TYPE_BOOL,
"0",
"Use texcoord1 for detail texture"
)
SHADER_PARAM(
GAMMACOLORREAD,
SHADER_PARAM_TYPE_INTEGER,
"0",
"Disables SRGB conversion of color texture read."
)
SHADER_PARAM(
LINEARWRITE,
SHADER_PARAM_TYPE_INTEGER,
"0",
"Disables SRGB conversion of shader results."
)
SHADER_PARAM(DEPTHBLEND, SHADER_PARAM_TYPE_INTEGER, "0", "fade at intersection boundaries")
SHADER_PARAM(
DEPTHBLENDSCALE,
SHADER_PARAM_TYPE_FLOAT,
"50.0",
"Amplify or reduce DEPTHBLEND fading. Lower values make harder edges."
)
SHADER_PARAM(
RECEIVEFLASHLIGHT,
SHADER_PARAM_TYPE_INTEGER,
"0",
"Forces this material to receive flashlights."
)
end,
vertexlitgeneric = function()
-- https:--github.com/ValveSoftware/source-sdk-2013/blob/master/sp/src/materialsystem/stdshaders/vertexlitgeneric_dx9.cpp#L19-L136
SHADER_PARAM(
ALBEDO,
SHADER_PARAM_TYPE_TEXTURE,
"shadertest/BaseTexture",
"albedo (Base texture with no baked lighting)"
)
SHADER_PARAM(
COMPRESS,
SHADER_PARAM_TYPE_TEXTURE,
"shadertest/BaseTexture",
"compression wrinklemap"
)
SHADER_PARAM(
STRETCH,
SHADER_PARAM_TYPE_TEXTURE,
"shadertest/BaseTexture",
"expansion wrinklemap"
)
SHADER_PARAM(SELFILLUMTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint")
SHADER_PARAM(DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/detail", "detail texture")
SHADER_PARAM(DETAILFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $detail")
SHADER_PARAM(DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "4", "scale of the detail texture")
SHADER_PARAM(ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap")
SHADER_PARAM(ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "envmap frame number")
SHADER_PARAM(
ENVMAPMASK,
SHADER_PARAM_TYPE_TEXTURE,
"shadertest/shadertest_envmask",
"envmap mask"
)
SHADER_PARAM(ENVMAPMASKFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "")
SHADER_PARAM(
ENVMAPMASKTRANSFORM,
SHADER_PARAM_TYPE_MATRIX,
"center .5 .5 scale 1 1 rotate 0 translate 0 0",
"$envmapmask texcoord transform"
)
SHADER_PARAM(ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint")
SHADER_PARAM(
BUMPMAP,
SHADER_PARAM_TYPE_TEXTURE,
"models/shadertest/shader1_normal",
"bump map"
)
SHADER_PARAM(
BUMPCOMPRESS,
SHADER_PARAM_TYPE_TEXTURE,
"models/shadertest/shader3_normal",
"compression bump map"
)
SHADER_PARAM(
BUMPSTRETCH,
SHADER_PARAM_TYPE_TEXTURE,
"models/shadertest/shader1_normal",
"expansion bump map"
)
SHADER_PARAM(BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap")
SHADER_PARAM(
BUMPTRANSFORM,
SHADER_PARAM_TYPE_MATRIX,
"center .5 .5 scale 1 1 rotate 0 translate 0 0",
"$bumpmap texcoord transform"
)
SHADER_PARAM(
ENVMAPCONTRAST,
SHADER_PARAM_TYPE_FLOAT,
"0.0",
"contrast 0 == normal 1 == color*color"
)
SHADER_PARAM(
ENVMAPSATURATION,
SHADER_PARAM_TYPE_FLOAT,
"1.0",
"saturation 0 == greyscale 1 == normal"
)
SHADER_PARAM(
SELFILLUM_ENVMAPMASK_ALPHA,
SHADER_PARAM_TYPE_FLOAT,
"0.0",
"defines that self illum value comes from env map mask alpha"
)
SHADER_PARAM(SELFILLUMFRESNEL, SHADER_PARAM_TYPE_BOOL, "0", "Self illum fresnel")
SHADER_PARAM(
SELFILLUMFRESNELMINMAXEXP,
SHADER_PARAM_TYPE_VEC4,
"0",
"Self illum fresnel min, max, exp"
)
SHADER_PARAM(ALPHATESTREFERENCE, SHADER_PARAM_TYPE_FLOAT, "0.0", "")
SHADER_PARAM(FLASHLIGHTNOLAMBERT, SHADER_PARAM_TYPE_BOOL, "0", "Flashlight pass sets N.L=1.0")
-- Debugging term for visualizing ambient data on its own
SHADER_PARAM(
AMBIENTONLY,
SHADER_PARAM_TYPE_INTEGER,
"0",
"Control drawing of non-ambient light ()"
)
SHADER_PARAM(
PHONGEXPONENT,
SHADER_PARAM_TYPE_FLOAT,
"5.0",
"Phong exponent for local specular lights"
)
SHADER_PARAM(PHONGTINT, SHADER_PARAM_TYPE_VEC3, "5.0", "Phong tint for local specular lights")
SHADER_PARAM(
PHONGALBEDOTINT,
SHADER_PARAM_TYPE_BOOL,
"1.0",
"Apply tint by albedo (controlled by spec exponent texture"
)
SHADER_PARAM(
LIGHTWARPTEXTURE,
SHADER_PARAM_TYPE_TEXTURE,
"shadertest/BaseTexture",
"1D ramp texture for tinting scalar diffuse term"
)
SHADER_PARAM(
PHONGWARPTEXTURE,
SHADER_PARAM_TYPE_TEXTURE,
"shadertest/BaseTexture",
"warp the specular term"
)
SHADER_PARAM(
PHONGFRESNELRANGES,
SHADER_PARAM_TYPE_VEC3,
"[0 0.5 1]",
"Parameters for remapping fresnel output"
)
SHADER_PARAM(
PHONGBOOST,
SHADER_PARAM_TYPE_FLOAT,
"1.0",
"Phong overbrightening factor (specular mask channel should be authored to account for this)"
)
SHADER_PARAM(
PHONGEXPONENTTEXTURE,
SHADER_PARAM_TYPE_TEXTURE,
"shadertest/BaseTexture",
"Phong Exponent map"
)
SHADER_PARAM(PHONG, SHADER_PARAM_TYPE_BOOL, "0", "enables phong lighting")
SHADER_PARAM(
BASEMAPALPHAPHONGMASK,
SHADER_PARAM_TYPE_INTEGER,
"0",
"indicates that there is no normal map and that the phong mask is in base alpha"
)
SHADER_PARAM(
INVERTPHONGMASK,
SHADER_PARAM_TYPE_INTEGER,
"0",
"invert the phong mask (0=full phong, 1=no phong)"
)
SHADER_PARAM(
ENVMAPFRESNEL,
SHADER_PARAM_TYPE_FLOAT,
"0",
"Degree to which Fresnel should be applied to env map"
)
SHADER_PARAM(
SELFILLUMMASK,
SHADER_PARAM_TYPE_TEXTURE,
"shadertest/BaseTexture",
"If we bind a texture here, it overrides base alpha (if any) for self illum"
)
-- detail (multi-) texturing
SHADER_PARAM(
DETAILBLENDMODE,
SHADER_PARAM_TYPE_INTEGER,
"0",
"mode for combining detail texture with base. 0=normal, 1= additive, 2=alpha blend detail over base, 3=crossfade"
)
SHADER_PARAM(
DETAILBLENDFACTOR,
SHADER_PARAM_TYPE_FLOAT,
"1",
"blend amount for detail texture."
)
SHADER_PARAM(DETAILTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "detail texture tint")
SHADER_PARAM(
DETAILTEXTURETRANSFORM,
SHADER_PARAM_TYPE_MATRIX,
"center .5 .5 scale 1 1 rotate 0 translate 0 0",
"$detail texcoord transform"
)
-- Rim lighting terms
SHADER_PARAM(RIMLIGHT, SHADER_PARAM_TYPE_BOOL, "0", "enables rim lighting")
SHADER_PARAM(RIMLIGHTEXPONENT, SHADER_PARAM_TYPE_FLOAT, "4.0", "Exponent for rim lights")
SHADER_PARAM(RIMLIGHTBOOST, SHADER_PARAM_TYPE_FLOAT, "1.0", "Boost for rim lights")
SHADER_PARAM(
RIMMASK,
SHADER_PARAM_TYPE_BOOL,
"0",
"Indicates whether or not to use alpha channel of exponent texture to mask the rim term"
)
-- Seamless mapping scale
SHADER_PARAM(
SEAMLESS_BASE,
SHADER_PARAM_TYPE_BOOL,
"0",
"whether to apply seamless mapping to the base texture. requires a smooth model."
)
SHADER_PARAM(
SEAMLESS_DETAIL,
SHADER_PARAM_TYPE_BOOL,
"0",
"where to apply seamless mapping to the detail texture."
)
SHADER_PARAM(
SEAMLESS_SCALE,
SHADER_PARAM_TYPE_FLOAT,
"1.0",
"the scale for the seamless mapping. # of repetions of texture per inch."
)
-- Emissive Scroll Pass
SHADER_PARAM(EMISSIVEBLENDENABLED, SHADER_PARAM_TYPE_BOOL, "0", "Enable emissive blend pass")
SHADER_PARAM(EMISSIVEBLENDBASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "self-illumination map")
SHADER_PARAM(
EMISSIVEBLENDSCROLLVECTOR,
SHADER_PARAM_TYPE_VEC2,
"[0.11 0.124]",
"Emissive scroll vec"
)
SHADER_PARAM(EMISSIVEBLENDSTRENGTH, SHADER_PARAM_TYPE_FLOAT, "1.0", "Emissive blend strength")
SHADER_PARAM(EMISSIVEBLENDTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "self-illumination map")
SHADER_PARAM(EMISSIVEBLENDTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint")
SHADER_PARAM(EMISSIVEBLENDFLOWTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "flow map")
SHADER_PARAM(TIME, SHADER_PARAM_TYPE_FLOAT, "0.0", "Needs CurrentTime Proxy")
-- Cloak Pass
SHADER_PARAM(
CLOAKPASSENABLED,
SHADER_PARAM_TYPE_BOOL,
"0",
"Enables cloak render in a second pass"
)
SHADER_PARAM(CLOAKFACTOR, SHADER_PARAM_TYPE_FLOAT, "0.0", "")
SHADER_PARAM(CLOAKCOLORTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Cloak color tint")
SHADER_PARAM(REFRACTAMOUNT, SHADER_PARAM_TYPE_FLOAT, "2", "")
-- Weapon Sheen Pass
SHADER_PARAM(
SHEENPASSENABLED,
SHADER_PARAM_TYPE_BOOL,
"0",
"Enables weapon sheen render in a second pass"
)
SHADER_PARAM(SHEENMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "sheenmap")
SHADER_PARAM(
SHEENMAPMASK,
SHADER_PARAM_TYPE_TEXTURE,
"shadertest/shadertest_envmask",
"sheenmap mask"
)
SHADER_PARAM(SHEENMAPMASKFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "")
SHADER_PARAM(SHEENMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "sheenmap tint")
SHADER_PARAM(
SHEENMAPMASKSCALEX,
SHADER_PARAM_TYPE_FLOAT,
"1",
"X Scale the size of the map mask to the size of the target"
)
SHADER_PARAM(
SHEENMAPMASKSCALEY,
SHADER_PARAM_TYPE_FLOAT,
"1",
"Y Scale the size of the map mask to the size of the target"
)
SHADER_PARAM(
SHEENMAPMASKOFFSETX,
SHADER_PARAM_TYPE_FLOAT,
"0",
"X Offset of the mask relative to model space coords of target"
)
SHADER_PARAM(
SHEENMAPMASKOFFSETY,
SHADER_PARAM_TYPE_FLOAT,
"0",
"Y Offset of the mask relative to model space coords of target"
)
SHADER_PARAM(
SHEENMAPMASKDIRECTION,
SHADER_PARAM_TYPE_INTEGER,
"0",
"The direction the sheen should move (length direction of weapon) XYZ, 0,1,2"
)
SHADER_PARAM(
SHEENINDEX,
SHADER_PARAM_TYPE_INTEGER,
"0",
"Index of the Effect Type (Color Additive, Override etc...)"
)
-- Flesh Interior Pass
SHADER_PARAM(
FLESHINTERIORENABLED,
SHADER_PARAM_TYPE_BOOL,
"0",
"Enable Flesh interior blend pass"
)
SHADER_PARAM(FLESHINTERIORTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Flesh color texture")
SHADER_PARAM(FLESHINTERIORNOISETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Flesh noise texture")
SHADER_PARAM(FLESHBORDERTEXTURE1D, SHADER_PARAM_TYPE_TEXTURE, "", "Flesh border 1D texture")
SHADER_PARAM(FLESHNORMALTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Flesh normal texture")
SHADER_PARAM(FLESHSUBSURFACETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Flesh subsurface texture")
SHADER_PARAM(FLESHCUBETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Flesh cubemap texture")
SHADER_PARAM(
FLESHBORDERNOISESCALE,
SHADER_PARAM_TYPE_FLOAT,
"1.5",
"Flesh Noise UV scalar for border"
)
SHADER_PARAM(FLESHDEBUGFORCEFLESHON, SHADER_PARAM_TYPE_BOOL, "0", "Flesh Debug full flesh")
SHADER_PARAM(
FLESHEFFECTCENTERRADIUS1,
SHADER_PARAM_TYPE_VEC4,
"[0 0 0 0.001]",
"Flesh effect center and radius"
)
SHADER_PARAM(
FLESHEFFECTCENTERRADIUS2,
SHADER_PARAM_TYPE_VEC4,
"[0 0 0 0.001]",
"Flesh effect center and radius"
)
SHADER_PARAM(
FLESHEFFECTCENTERRADIUS3,
SHADER_PARAM_TYPE_VEC4,
"[0 0 0 0.001]",
"Flesh effect center and radius"
)
SHADER_PARAM(
FLESHEFFECTCENTERRADIUS4,
SHADER_PARAM_TYPE_VEC4,
"[0 0 0 0.001]",
"Flesh effect center and radius"
)
SHADER_PARAM(FLESHSUBSURFACETINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Subsurface Color")
SHADER_PARAM(FLESHBORDERWIDTH, SHADER_PARAM_TYPE_FLOAT, "0.3", "Flesh border")
SHADER_PARAM(
FLESHBORDERSOFTNESS,
SHADER_PARAM_TYPE_FLOAT,
"0.42",
"Flesh border softness (> 0.0 && <= 0.5)"
)
SHADER_PARAM(FLESHBORDERTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Flesh border Color")
SHADER_PARAM(FLESHGLOBALOPACITY, SHADER_PARAM_TYPE_FLOAT, "1.0", "Flesh global opacity")
SHADER_PARAM(FLESHGLOSSBRIGHTNESS, SHADER_PARAM_TYPE_FLOAT, "0.66", "Flesh gloss brightness")
SHADER_PARAM(FLESHSCROLLSPEED, SHADER_PARAM_TYPE_FLOAT, "1.0", "Flesh scroll speed")
SHADER_PARAM(
SEPARATEDETAILUVS,
SHADER_PARAM_TYPE_BOOL,
"0",
"Use texcoord1 for detail texture"
)
SHADER_PARAM(
LINEARWRITE,
SHADER_PARAM_TYPE_INTEGER,
"0",
"Disables SRGB conversion of shader results."
)
SHADER_PARAM(
DEPTHBLEND,
SHADER_PARAM_TYPE_INTEGER,
"0",
"fade at intersection boundaries. Only supported without bumpmaps"
)
SHADER_PARAM(
DEPTHBLENDSCALE,
SHADER_PARAM_TYPE_FLOAT,
"50.0",
"Amplify or reduce DEPTHBLEND fading. Lower values make harder edges."
)
SHADER_PARAM(
BLENDTINTBYBASEALPHA,
SHADER_PARAM_TYPE_BOOL,
"0",
"Use the base alpha to blend in the $color modulation"
)
SHADER_PARAM(
BLENDTINTCOLOROVERBASE,
SHADER_PARAM_TYPE_FLOAT,
"0",
"blend between tint acting as a multiplication versus a replace"
)
end,
}
-- https:--github.com/ValveSoftware/source-sdk-2013/blob/master/mp/src/public/materialsystem/imaterial.h#L355-L386
local flags = {
"debug",
"no_debug_override",
"no_draw",
"use_in_fillrate_mode",
"vertexcolor",
"vertexalpha",
"selfillum",
"additive",
"alphatest",
"multipass",
"znearer",
"model",
"flat",
"nocull",
"nofog",
"ignorez",
"decal",
"envmapsphere",
"noalphamod",
"envmapcameraspace",
"basealphaenvmapmask",
"translucent",
"normalmapalphaenvmapmask",
"needs_software_skinning",
"opaquetexture",
"envmapmode",
"suppress_decals",
"halflambert",
"wireframe",
"allowalphatocoverage",
"ignore_alpha_modulation",
-- extra
"nolod",
}
local other = {
basetexture = {type = "texture", default = nil, description = "base texture"},
texture = {type = "texture", default = nil, description = "base texture"},
basetexture2 = {type = "texture", default = nil, description = "base texture"},
texture2 = {type = "texture", default = nil, description = "base texture"},
}
for name, func in pairs(shaders) do
local tbl = {}
setfenv(
base_shader,
setmetatable({}, {
__index = function(_, key)
return key:sub(19)
end,
})
)
setfenv(
func,
setmetatable(
{
SHADER_PARAM = function(key, type, default, description)
tbl[key] = {type = type:sub(19), default = default, description = description}
end,
},
{
__index = function(_, key)
return key:lower()
end,
}
)
)
for k, v in pairs(base_shader()) do
tbl[v[1]:sub(2)] = {description = v[2], type = v[3]:lower(), default = v[4]}
end
func()
shaders[name] = tbl
end
for _, key in ipairs(flags) do
for name, shader in pairs(shaders) do
shader[key] = {type = "integer", default = "0", description = "flag"}
end
end
for key, info in pairs(other) do
for name, shader in pairs(shaders) do
shader[key] = shader[key] or table.copy(info)
end
end
local function add_new_defaults(shader, defaults)
for k, v in pairs(defaults) do
if shaders[shader][k] then shaders[shader][k].gmod_default = v end
end
end
add_new_defaults(
"unlitgeneric",
{
-- lua_run_cl local mat = CreateMaterial("wow", "UnlitGeneric", {}) for k,v in pairs(mat:GetKeyValues()) do print(k:sub(2) .. " = \"" .. mat:GetString(k) .. "\",") end
glowstart = "0.000000",
outlinestart0 = "0.000000",
vertexalphatest = "0",
envmapsaturation = "1.000000",
frame = "0",
envmapmasktransform = "[ 1.000 0.000 0.000 0.000 0.000 1.000 0.000 0.000 0.000 0.000 1.000 0.000 0.000 0.000 0.000 1.000 ]",
color2 = "[ 1.000000 1.000000 1.000000 ]",
phongalbedotint = "0",
phongboost = "0.000000",
phongfresnelranges = "[ 0.000000 0.000000 0.000000 ]",
outlineend0 = "0.000000",
flashlighttextureframe = "0",
depthblendscale = "50.000000",
flags = "0",
envmapmaskframe = "0",
flags2 = "262144",
depthblend = "0",
separatedetailuvs = "0",
basetexturetransform = "[ 1.000 0.000 0.000 0.000 0.000 1.000 0.000 0.000 0.000 0.000 1.000 0.000 0.000 0.000 0.000 1.000 ]",
alphatestreference = "0.000000",
linearwrite = "0",
detailblendfactor = "1.000000",
scaleedgesoftnessbasedonscreenres = "0",
scaleoutlinesoftnessbasedonscreenres = "0",
outlineend1 = "0.000000",
outlinestart1 = "0.000000",