Template:VehicleShaderParameters: Difference between revisions

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<pre>
<pre>
{{VehicleShaderParameters|group=GroupName}}
{{VehicleShaderParameters|group=groupName}}
</pre>
</pre>
All supported group name inputs:
base
scroll
offsetUV
colorMask
track


Replace 'GroupName' with the actual name of the parameter group you wish to display.
Replace 'GroupName' with the actual name of the parameter group you wish to display.
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<includeonly>
<includeonly>
{{#switch: {{{group|}}}
{{#switch: {{{group|}}}
| Base =
| base =
; RDT
; RDT
: Reflective Detail Textures - Controls the amount of reflective detail such as scratches, dirt, and snow on the vehicle surface. Type: `float4`. Default: `0.0 0.0 0.0 0.0`.
: Reflective Detail Textures - Controls the amount of reflective detail such as scratches, dirt, and snow on the vehicle surface. Type: `float4`. Default: `0.0 0.0 0.0 0.0`.
; dirtColor
; dirtColor
: Sets the color of the dirt overlay on the vehicle. Type: `float4`. Default: `0.20 0.14 0.08 0.0`.
: Sets the color of the dirt overlay on the vehicle. Type: `float4`. Default: `0.20 0.14 0.08 0.0`.
| Scroll =
| offsetUV =
; offsetUV
: Makes it possible to offset the UV in different directions. Type: `float4`. Default: `0.0 0.0 0.0 0.0`. Range: `-50.0 -50.0 -50.0 -50.0` to `50.0 50.0 50.0 50.0`.
| uvRotate =
; uvCenterSize
: Makes it possible to rotate the UV. Type: `float4`. Default: `0.5 0.5 1.0 1.0`. Range: `-8.0 -8.0 0.0 0.0` to `8.0 8.0 50.0 50.0`.
| uvScale =
; uvScale
: Makes it possible to scale the UV. Type: `float4`. Default: `1.0 1.0 0.0 0.0`. Range: `-10.0 -10.0 -10.0 -10.0` to `10.0 10.0 10.0 10.0`.
| colorMask =
; colorMat
: Array of 8 customizable colors/materials which is based of the UV UDIM location. First 3 floats controls the colors and the last controls the material (0 = metal, 1 = plastic etc) Type: `float4`. Default: `0.5 0.5 0.5 1.0"`. Range: `0.0 0.0 0.0 0.0` to `1.0 1.0 1.0 255.0`.
| morphPosition =
; morphPosition
: Position of the morph. Type: `float4`. Default: `-0.45 -0.915 0.5 0.1`. Range: `-4.0 -4.0 0.0 0.0` to `2.0 2.0 1.0 1.0`.
; prevMorphPosition
: Previous position of the morph, calculated automatically by the shader. Type: `float4`. Default: `-0.45 -0.915 0.5 0.1`. Range: `-4.0 -4.0 0.0 0.0` to `2.0 2.0 1.0 1.0`.
| scroll =
; scrollPosition
; scrollPosition
: Controls the scrolling position for effects such as tracks or belts. Type: `float4`. Default: `0.0 0.0 0.0 0.0`. Range: `-1.0 0.0 0.0 0.0` to `1.0 10.0 10.0 1.0`.
: Controls the scrolling position for effects such as tracks or belts. Type: `float4`. Default: `0.0 0.0 0.0 0.0`. Range: `-1.0 0.0 0.0 0.0` to `1.0 10.0 10.0 1.0`.
; prevScrollPosition
; prevScrollPosition
: The previous scrolling position. Type: `float4`. Default: `0.0 0.0 0.0 0.0`. Range: `-1.0 0.0 0.0 0.0` to `1.0 10.0 10.0 1.0`.
: The previous scrolling position, calculated automatically by the shader. Type: `float4`. Default: `0.0 0.0 0.0 0.0`. Range: `-1.0 0.0 0.0 0.0` to `1.0 10.0 10.0 1.0`.
; lengthAndRadius
; lengthAndRadius
: Defines the length and radius for scrollable elements. Type: `float4`. Default: `2.0 0.5 0.0 0.0`.
: Defines the length and radius for scrollable elements. Type: `float4`. Default: `2.0 0.5 0.0 0.0`.
| rim =
; widthAndDiam
: Controls the width and diam for a rim mesh. Type: `float2`. Default: `40 40`. Range: `1.0 1.0 0.0 0.0` to `80.0 80.0 1.0 1.0`.
| connectorPos =
; connectorPos
: Controls offset for a dual rim. Type: `float4`. Default: `0 80 40 40`.
| numStatics =
; numberOfStatics
: Specifies the count of evenly distributed static elements around a vehicle's rim, typically used for hooks or attachment points in a shader. A default value of "4" means four such elements will be placed at equal intervals. This setting is essential for ensuring symmetrical placement and accurate animation within the shader's rendering logic. Type: `float`. Default: `4`.
| connectorPosAndScale =
; connectorPosAndScale
: Position and scale for a connector. Type: `float3`. Default: `0 80 1.0`.
| beltPos=
; beltPos
: Position of the belt. Type: `float`. Default: `0.0`.
; prevBeltPos
: Previous position of the belt, automatically calculated by the shader. Type: `float`. Default: `0.0`.
| catmull =
; cv0
: The curve is placed between cv1 and cv2. cv0 and cv3 control the tangential direction at cv1 and cv2 respectively. Type: `float4`. Default: `0 0 -1 0`.
; cv1
: The curve is placed between cv1 and cv2. cv0 and cv3 control the tangential direction at cv1 and cv2 respectively. Type: `float4`. Default: `0 0 0 0`.
; cv2
: The curve is placed between cv1 and cv2. cv0 and cv3 control the tangential direction at cv1 and cv2 respectively. Type: `float4`. Default: `0 0 0 0`.
; cv3
: The curve is placed between cv1 and cv2. cv0 and cv3 control the tangential direction at cv1 and cv2 respectively. Type: `float4`. Default: `0 0 2 0`.
; cv4
: The curve is placed between cv1 and cv2. cv0 and cv3 control the tangential direction at cv1 and cv2 respectively. Type: `float4`. Default: `0 0 3 0`.
; lengthAndDiameter
: Lenght and diameter of the catmull. Type: `float4`. Default: `10 1 0 0`.
| backLight =
; backLightScale
: Back light scale. Type: `float`. Default: `0.35`. Range: `0.0` to `1.0`.
| staticLight =
; lightControl
: Controls the intensity of the light: `float`. Default: `0.0`.
; blinkOffset
: Controls the light blink offset/pattern. For Multi blink 1 is blink ticks, 2 is pause ticks and 3 is fequency control: `float4`. Default: `0.0 0.0 1.0 0.0`.
| jiggling =
; amplFreq
: amplFreq.x - amplitude of jiggling
  amplFreq.y - frequency of jiggling
  amplFreq.z - not used
  amplFreq.w - time controlled by script: `float4`. Default: `1 1 1 0`.
; prevAmplFreq
: Automatically calculated by the game: `float4`. Default: `1 1 1 0`.
| shaking =
; shaking
: `float4`. Default: `0 0 1 0`.
; prevShaking
: Automatically calculated by the game: `float4`. Default: `0 0 1 0`.
| vtxRotate =
; rotationAngle
: Radians around X axis of each object: `float`. Default: `0`. Range: `-10.0` to `10.0`.
; prevShaking
: Automatically calculated by the game: `float`. Default: `0`. Range: `-10.0` to `10.0`.
| windBend =
; directionBend
: directionBend.xyz - acceleration vector (local space)
  directionBend.w  - bending amount:
`float4`. Default: `0.0 0.0 1.0 0.0`. Range: `-1.0 -1.0 -1.0 -2.0` to `1.0 1.0 1.0 2.0`.
; prevDirectionBend
: Automatically calculated by the game: `float4`. Default: `0.0 0.0 1.0 0.0`. Range: `-1.0 -1.0 -1.0 -2.0` to `1.0 1.0 1.0 2.0`.
| cableTrayChain =
; controlPointAndLength
: controlPointAndLength.x - horizontal offset from the pivot // set dynamically by LUA script
  controlPointAndLength.y - vertical offset from the pivot  // set dynamically by LUA script
  controlPointAndLength.z - length of the cableTray mesh // should be constant:
`float3`. Default: `-0.25 -0.5 3 0`. Range: `-2.0 -2.0 0.0` to `2.0 2.0 10.0`.
; prevControlPointAndLength
: Automatically calculated by the game: `float3`. Default: `-0.25 -0.5 3 0`. Range: `-2.0 -2.0 0.0` to `2.0 2.0 10.0`.
| track =
; mTrackArray
: 2dArray linearRGB texture store information about vertex position rotation and scale
| #default =  
| #default =  
'''Please specify a valid parameter group.'''
'''Please specify a valid parameter group.'''
}}
}}
</includeonly>
</includeonly>

Latest revision as of 01:08, 2 March 2024

This template provides a detailed description of parameters used in the Vehicle Shader for Farming Simulator mods. It should be called in the following format for specific parameter groups:

{{VehicleShaderParameters|group=groupName}}

All supported group name inputs: base scroll offsetUV colorMask track

Replace 'GroupName' with the actual name of the parameter group you wish to display.

Edit the page to see the template text.