Shaders Overview/VehicleShader/AllParams: Difference between revisions

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{{VehicleShaderParameters|group=backLight}}
{{VehicleShaderParameters|group=backLight}}
{{VehicleShaderParameters|group=staticLight}}
{{VehicleShaderParameters|group=staticLight}}
{{VehicleShaderParameters|group=jiggling}}
{{VehicleShaderParameters|group=shaking}}
{{VehicleShaderParameters|group=vtxRotate}}
{{VehicleShaderParameters|group=windBend}}
{{VehicleShaderParameters|group=cableTrayChain}}
{{VehicleShaderParameters|group=track}}

Latest revision as of 01:09, 2 March 2024

Parameters

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`.
dirtColor
Sets the color of the dirt overlay on the vehicle. Type: `float4`. Default: `0.20 0.14 0.08 0.0`.



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`.



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
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`.



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
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`.



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`.
prevScrollPosition
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
Defines the length and radius for scrollable elements. Type: `float4`. Default: `2.0 0.5 0.0 0.0`.



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
Controls offset for a dual rim. Type: `float4`. Default: `0 80 40 40`.



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
Position and scale for a connector. Type: `float3`. Default: `0 80 1.0`.



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`.



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`.



backLightScale
Back light scale. Type: `float`. Default: `0.35`. Range: `0.0` to `1.0`.



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`.



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
`float4`. Default: `0 0 1 0`.
prevShaking
Automatically calculated by the game: `float4`. Default: `0 0 1 0`.



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`.



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`.



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`.



mTrackArray
2dArray linearRGB texture store information about vertex position rotation and scale