├── LICENSE ├── README.md ├── new ├── html │ ├── ksMultilayer_fresnel_nm4 │ │ └── ksMultilayer_fresnel_nm4.html │ ├── ksPerPixelMultiMap_AT_emissive │ │ └── ksPerPixelMultiMap_AT_emissive.html │ ├── ksPerPixelMultiMap_NMDetail_emissive │ │ └── ksPerPixelMultiMap_NMDetail_emissive.html │ └── ksPerPixelMultiMap_emissive │ │ └── ksPerPixelMultiMap_emissive.html ├── ksMultilayer_fresnel_nm4.shader ├── ksMultilayer_objsp_nm4.shader ├── ksPerPixelAT_NM_emissive.shader ├── ksPerPixelMultiMap_AT_emissive.shader ├── ksPerPixelMultiMap_NMDetail_emissive.shader ├── ksPerPixelMultiMap_emissive.shader ├── smSticker.shader ├── stPerPixelMultiMap_specular.shader ├── stPerPixelMultiMap_specular_damage_dirt.shader ├── stPerPixelNM_UVflow.shader └── win │ ├── ksMultilayer_fresnel_nm4_meta.ini │ ├── ksMultilayer_fresnel_nm4_ps.fxo │ ├── ksMultilayer_fresnel_nm4_vs.fxo │ ├── ksMultilayer_objsp_nm4_meta.ini │ ├── ksMultilayer_objsp_nm4_ps.fxo │ ├── ksMultilayer_objsp_nm4_vs.fxo │ ├── ksPerPixelAT_NM_emissive_meta.ini │ ├── ksPerPixelAT_NM_emissive_ps.fxo │ ├── ksPerPixelAT_NM_emissive_vs.fxo │ ├── ksPerPixelMultiMap_AT_emissive_meta.ini │ ├── ksPerPixelMultiMap_AT_emissive_ps.fxo │ ├── ksPerPixelMultiMap_AT_emissive_vs.fxo │ ├── ksPerPixelMultiMap_NMDetail_emissive_meta.ini │ ├── ksPerPixelMultiMap_NMDetail_emissive_ps.fxo │ ├── ksPerPixelMultiMap_NMDetail_emissive_vs.fxo │ ├── ksPerPixelMultiMap_emissive_meta.ini │ ├── ksPerPixelMultiMap_emissive_ps.fxo │ ├── ksPerPixelMultiMap_emissive_vs.fxo │ ├── smSticker_meta.ini │ ├── smSticker_ps.fxo │ ├── smSticker_vs.fxo │ ├── stPerPixelMultiMap_specular_damage_dirt_meta.ini │ ├── stPerPixelMultiMap_specular_damage_dirt_ps.fxo │ ├── stPerPixelMultiMap_specular_damage_dirt_vs.fxo │ ├── stPerPixelMultiMap_specular_meta.ini │ ├── stPerPixelMultiMap_specular_ps.fxo │ ├── stPerPixelMultiMap_specular_vs.fxo │ ├── stPerPixelNM_UVflow_meta.ini │ ├── stPerPixelNM_UVflow_ps.fxo │ └── stPerPixelNM_UVflow_vs.fxo └── old ├── html ├── ksMultilayer_fresnel_nm4 │ └── ksMultilayer_fresnel_nm4.html ├── ksPerPixelMultiMap_AT_emissive │ └── ksPerPixelMultiMap_AT_emissive.html ├── ksPerPixelMultiMap_NMDetail_emissive │ └── ksPerPixelMultiMap_NMDetail_emissive.html └── ksPerPixelMultiMap_emissive │ └── ksPerPixelMultiMap_emissive.html ├── ksMultilayer_fresnel_nm4.shader ├── ksMultilayer_objsp_nm4.shader ├── ksPerPixelAT_NM_emissive.shader ├── ksPerPixelMultiMap_AT_emissive.shader ├── ksPerPixelMultiMap_NMDetail_emissive.shader ├── ksPerPixelMultiMap_emissive.shader ├── smSticker.shader ├── stPerPixelMultiMap_specular.shader ├── stPerPixelMultiMap_specular_damage_dirt.shader └── stPerPixelNM_UVflow.shader /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2019 Assetto Corsa Custom Shaders Patch 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # New shaders for AC 2 | 3 | [![Source: https://gitlab.com/ac-custom-shaders-patch/public/acc-shaders](https://img.shields.io/badge/source-CSP%20shaders-brightgreen.svg)](https://gitlab.com/ac-custom-shaders-patch/public/acc-shaders) 4 | [![Documentation: https://gitlab.com/ac-custom-shaders-patch/public/acc-shaders/tree/master/docs](https://img.shields.io/badge/documentation-more%20info-brightgreen.svg)](https://github.com/ac-custom-shaders-patch/sdk-shadershttps://gitlab.com/ac-custom-shaders-patch/public/acc-shaders/tree/master/docs) 5 | [![Download: /releases/latest](https://img.shields.io/badge/download-latest%20version-brightgreen.svg)](https://github.com/ac-custom-shaders-patch/sdk-shaders/releases/latest) 6 | 7 | New shaders for AC, compiled for original AC and for SDK (ksEditor). If you’re using CM or JSGME, easiest way to get them working is to [download latest pack](https://github.com/ac-custom-shaders-patch/sdk-shaders/releases/latest) from versions section. 8 | 9 | ## Older SDK 10 | 11 | If you’re using old ksEditor (before AC’s 1.2.2 update, with white background) and it’s not in “assettocorsa/sdk/editor” folder, you would need to install shaders manually. 12 | 13 | ## Files 14 | 15 | - `ac-new.zip`: new shaders for vanilla AC; 16 | - `sdk-new.zip`: new shaders for AC SDK (ksEditor) for versions greater than 1.2.2 (with grey/colored background); 17 | - `sdk-old.zip`: new shaders for AC SDK for versions before 1.2.2 (with white background). 18 | 19 | ## Shaders 20 | 21 | - [ksPerPixelMultiMap_emissive](https://gitlab.com/ac-custom-shaders-patch/public/acc-shaders/blob/master/docs/ksPerPixelMultiMap_emissive.md): alternative to “ksPerPixelMultiMap” with extra txEmissive map working as colored mask for emissiveness. 22 | - [ksPerPixelMultiMap_NMDetail_emissive](https://gitlab.com/ac-custom-shaders-patch/public/acc-shaders/blob/master/docs/ksPerPixelMultiMap_NMDetail_emissive.md): alternative to “ksPerPixelMultiMap_NMDetail” with extra txEmissive map working as colored mask for emissiveness. 23 | - [ksMultilayer_fresnel_nm4](https://gitlab.com/ac-custom-shaders-patch/public/acc-shaders/blob/master/docs/ksMultilayer_fresnel_nm4.md): alternative to “ksMultilayer_fresnel” with four normal maps aligned with detail maps instead of one texture mapped to main UV. Has four separate options for fixed tiling, instead of ksEmissive trick. 24 | - stPerPixelMultiMap_specular: more advanced version of “ksPerPixelMultiMap” made by Stereo, with separate txSpecular texture for the color of specular, specular ambient, optionally colored reflections and better behaving txMaps allowing for wider variery of effects. Also, you can keep ambient occlusion in txMaps’ alpha channel instead. 25 | - stPerPixelMultiMap_specular_damage_dirt: same as previous shader, but with damages, for car paint. 26 | 27 | ## Compilation 28 | 29 | You can find source code for all the shaders [here](https://gitlab.com/ac-custom-shaders-patch/public/acc-shaders). Repo has a build script for Visual Code written with Node.js, which also rebuilds those packages (make sure to uncomment “Skip: basic” in “params.txt” before building). 30 | 31 | ## Distribution 32 | 33 | If you’re working on a mod, please feel free to include compiled shaders in published build. All those shaders are included in CSP, so if your project doesn’t target vanilla AC, doesn’t worry about it. 34 | -------------------------------------------------------------------------------- /new/html/ksMultilayer_fresnel_nm4/ksMultilayer_fresnel_nm4.html: -------------------------------------------------------------------------------- 1 |

ksMultilayer_fresnel_nm4

Shader which is very similar to ksMultilayer_fresnel_nm, but with four separate normal textures instead of single one, mapped same as detail textures, and masked with txMask. Good for landscapes.

2 |

Tiling fix

3 |

Unlike original multilayer shader, this one has proper options for tiling fix, separate for each channel: tilingFixR, tilingFixG, tilingFixB and tilingFixA. To enable tiling fix, change according option from 0 to 1. Please keep in mind tiling fix requires an extra texture sample, do not use it for textures which are too high res.

4 | -------------------------------------------------------------------------------- /new/html/ksPerPixelMultiMap_AT_emissive/ksPerPixelMultiMap_AT_emissive.html: -------------------------------------------------------------------------------- 1 |

ksPerPixelMultiMap_AT_emissive

This shader is an exact copy of ksPerPixelMultiMap, but with an extra txEmissive map used as multiplier for emissive color. You can use a black and white mask in there, or add color. Original shader multiplies txDiffuse by ksEmissive (similar to “Multiply” blending in Photoshop), this one also adds txEmissive multiplication step.

2 |

Few examples:

3 | 7 |

Set emSkipDiffuseMap to 1 to stop txDiffuse from affecting emissive color.

8 |

Multi-channel mode

9 |

To enable multi-channel mode, set emChannelsMode option to 1. In that mode, shader will use red channel of txEmissive as a mask for ksEmissive, green channel is mask for ksEmissive1, blue is for ksEmissive2 and alpha is for ksEmissive3. Later, in either car or track config, you can bind different emissive variables to different events, allowing you to use a single mesh for, for example, braking, parking and reverse lights without splitting.

10 |

If you have a symmetrical mesh, you can use more than four channels: for example, if you set emMirrorChannel3As4 to 1, anything on one side of symmetry plane would use ksEmissive4 instead of ksEmissive3. Use emMirrorDir and emMirrorOffset to setup symmetry plane (default value for mirror direction would be 1 0 0, to mirror from left to right; also, keep in mind it uses local mesh coordinates). With this option, you can get all car’s rear lights from a single mesh: use three normal channels for brake, parking and reverse lights, and third+fourth for turning lights (so map for turning lights would be set in alpha channel of txEmissive).

11 | -------------------------------------------------------------------------------- /new/html/ksPerPixelMultiMap_NMDetail_emissive/ksPerPixelMultiMap_NMDetail_emissive.html: -------------------------------------------------------------------------------- 1 |

ksPerPixelMultiMap_NMDetail_emissive

This shader is an exact copy of ksPerPixelMultiMap_NMDetail, but with an extra txEmissive map used as multiplier for emissive color. You can use a black and white mask in there, or add color. Original shader multiplies txDiffuse by ksEmissive (similar to “Multiply” blending in Photoshop), this one also adds txEmissive multiplication step.

2 |

Few examples:

3 | 7 |

Set emSkipDiffuseMap to 1 to stop txDiffuse from affecting emissive color.

8 |

Multi-channel mode

9 |

To enable multi-channel mode, set emChannelsMode option to 1. In that mode, shader will use red channel of txEmissive as a mask for ksEmissive, green channel is mask for ksEmissive1, blue is for ksEmissive2 and alpha is for ksEmissive3. Later, in either car or track config, you can bind different emissive variables to different events, allowing you to use a single mesh for, for example, braking, parking and reverse lights without splitting.

10 |

If you have a symmetrical mesh, you can use more than four channels: for example, if you set emMirrorChannel3As4 to 1, anything on one side of symmetry plane would use ksEmissive4 instead of ksEmissive3. Use emMirrorDir and emMirrorOffset to setup symmetry plane (default value for mirror direction would be 1 0 0, to mirror from left to right; also, keep in mind it uses local mesh coordinates). With this option, you can get all car’s rear lights from a single mesh: use three normal channels for brake, parking and reverse lights, and third+fourth for turning lights (so map for turning lights would be set in alpha channel of txEmissive).

11 | -------------------------------------------------------------------------------- /new/html/ksPerPixelMultiMap_emissive/ksPerPixelMultiMap_emissive.html: -------------------------------------------------------------------------------- 1 |

ksPerPixelMultiMap_emissive

This shader is an exact copy of ksPerPixelMultiMap, but with an extra txEmissive map used as multiplier for emissive color. You can use a black and white mask in there, or add color. Original shader multiplies txDiffuse by ksEmissive (similar to “Multiply” blending in Photoshop), this one also adds txEmissive multiplication step.

2 |

Few examples:

3 | 7 |

Set emSkipDiffuseMap to 1 to stop txDiffuse from affecting emissive color.

8 |

Multi-channel mode

9 |

To enable multi-channel mode, set emChannelsMode option to 1. In that mode, shader will use red channel of txEmissive as a mask for ksEmissive, green channel is mask for ksEmissive1, blue is for ksEmissive2 and alpha is for ksEmissive3. Later, in either car or track config, you can bind different emissive variables to different events, allowing you to use a single mesh for, for example, braking, parking and reverse lights without splitting.

10 |

If you have a symmetrical mesh, you can use more than four channels: for example, if you set emMirrorChannel3As4 to 1, anything on one side of symmetry plane would use ksEmissive4 instead of ksEmissive3. Use emMirrorDir and emMirrorOffset to setup symmetry plane (default value for mirror direction would be 1 0 0, to mirror from left to right; also, keep in mind it uses local mesh coordinates). With this option, you can get all car’s rear lights from a single mesh: use three normal channels for brake, parking and reverse lights, and third+fourth for turning lights (so map for turning lights would be set in alpha channel of txEmissive).

11 | -------------------------------------------------------------------------------- /new/ksMultilayer_fresnel_nm4.shader: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ac-custom-shaders-patch/sdk-shaders/2fdcdd82cbba7d04be356e48e51511314a5ee44d/new/ksMultilayer_fresnel_nm4.shader -------------------------------------------------------------------------------- /new/ksMultilayer_objsp_nm4.shader: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ac-custom-shaders-patch/sdk-shaders/2fdcdd82cbba7d04be356e48e51511314a5ee44d/new/ksMultilayer_objsp_nm4.shader -------------------------------------------------------------------------------- /new/ksPerPixelAT_NM_emissive.shader: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ac-custom-shaders-patch/sdk-shaders/2fdcdd82cbba7d04be356e48e51511314a5ee44d/new/ksPerPixelAT_NM_emissive.shader -------------------------------------------------------------------------------- /new/ksPerPixelMultiMap_AT_emissive.shader: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ac-custom-shaders-patch/sdk-shaders/2fdcdd82cbba7d04be356e48e51511314a5ee44d/new/ksPerPixelMultiMap_AT_emissive.shader -------------------------------------------------------------------------------- /new/ksPerPixelMultiMap_NMDetail_emissive.shader: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ac-custom-shaders-patch/sdk-shaders/2fdcdd82cbba7d04be356e48e51511314a5ee44d/new/ksPerPixelMultiMap_NMDetail_emissive.shader -------------------------------------------------------------------------------- /new/ksPerPixelMultiMap_emissive.shader: 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/new/stPerPixelMultiMap_specular_damage_dirt.shader: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ac-custom-shaders-patch/sdk-shaders/2fdcdd82cbba7d04be356e48e51511314a5ee44d/new/stPerPixelMultiMap_specular_damage_dirt.shader -------------------------------------------------------------------------------- /new/stPerPixelNM_UVflow.shader: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ac-custom-shaders-patch/sdk-shaders/2fdcdd82cbba7d04be356e48e51511314a5ee44d/new/stPerPixelNM_UVflow.shader -------------------------------------------------------------------------------- /new/win/ksMultilayer_fresnel_nm4_meta.ini: -------------------------------------------------------------------------------- 1 | [METADATA] 2 | ALPHATEST=0 3 | SKINNED=0 4 | PARTICLE=0 5 | 2D=0 6 | -------------------------------------------------------------------------------- /new/win/ksMultilayer_fresnel_nm4_ps.fxo: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ac-custom-shaders-patch/sdk-shaders/2fdcdd82cbba7d04be356e48e51511314a5ee44d/new/win/ksMultilayer_fresnel_nm4_ps.fxo -------------------------------------------------------------------------------- /new/win/ksMultilayer_fresnel_nm4_vs.fxo: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ac-custom-shaders-patch/sdk-shaders/2fdcdd82cbba7d04be356e48e51511314a5ee44d/new/win/ksMultilayer_fresnel_nm4_vs.fxo -------------------------------------------------------------------------------- /new/win/ksMultilayer_objsp_nm4_meta.ini: -------------------------------------------------------------------------------- 1 | [METADATA] 2 | ALPHATEST=0 3 | SKINNED=0 4 | PARTICLE=0 5 | 2D=0 6 | -------------------------------------------------------------------------------- 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/new/win/ksPerPixelAT_NM_emissive_ps.fxo: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ac-custom-shaders-patch/sdk-shaders/2fdcdd82cbba7d04be356e48e51511314a5ee44d/new/win/ksPerPixelAT_NM_emissive_ps.fxo -------------------------------------------------------------------------------- /new/win/ksPerPixelAT_NM_emissive_vs.fxo: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ac-custom-shaders-patch/sdk-shaders/2fdcdd82cbba7d04be356e48e51511314a5ee44d/new/win/ksPerPixelAT_NM_emissive_vs.fxo -------------------------------------------------------------------------------- /new/win/ksPerPixelMultiMap_AT_emissive_meta.ini: -------------------------------------------------------------------------------- 1 | [METADATA] 2 | ALPHATEST=1 3 | SKINNED=0 4 | PARTICLE=0 5 | 2D=0 6 | -------------------------------------------------------------------------------- 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| SKINNED=0 4 | PARTICLE=0 5 | 2D=0 6 | -------------------------------------------------------------------------------- /new/win/ksPerPixelMultiMap_emissive_ps.fxo: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ac-custom-shaders-patch/sdk-shaders/2fdcdd82cbba7d04be356e48e51511314a5ee44d/new/win/ksPerPixelMultiMap_emissive_ps.fxo -------------------------------------------------------------------------------- /new/win/ksPerPixelMultiMap_emissive_vs.fxo: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ac-custom-shaders-patch/sdk-shaders/2fdcdd82cbba7d04be356e48e51511314a5ee44d/new/win/ksPerPixelMultiMap_emissive_vs.fxo -------------------------------------------------------------------------------- /new/win/smSticker_meta.ini: -------------------------------------------------------------------------------- 1 | [METADATA] 2 | ALPHATEST=0 3 | SKINNED=0 4 | PARTICLE=0 5 | 2D=0 6 | -------------------------------------------------------------------------------- /new/win/smSticker_ps.fxo: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ac-custom-shaders-patch/sdk-shaders/2fdcdd82cbba7d04be356e48e51511314a5ee44d/new/win/smSticker_ps.fxo -------------------------------------------------------------------------------- /new/win/smSticker_vs.fxo: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ac-custom-shaders-patch/sdk-shaders/2fdcdd82cbba7d04be356e48e51511314a5ee44d/new/win/smSticker_vs.fxo -------------------------------------------------------------------------------- /new/win/stPerPixelMultiMap_specular_damage_dirt_meta.ini: -------------------------------------------------------------------------------- 1 | [METADATA] 2 | ALPHATEST=0 3 | SKINNED=0 4 | PARTICLE=0 5 | 2D=0 6 | DAMAGEDIRT=1 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ALPHATEST=0 3 | SKINNED=0 4 | PARTICLE=0 5 | 2D=0 -------------------------------------------------------------------------------- /new/win/stPerPixelMultiMap_specular_ps.fxo: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ac-custom-shaders-patch/sdk-shaders/2fdcdd82cbba7d04be356e48e51511314a5ee44d/new/win/stPerPixelMultiMap_specular_ps.fxo -------------------------------------------------------------------------------- /new/win/stPerPixelMultiMap_specular_vs.fxo: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ac-custom-shaders-patch/sdk-shaders/2fdcdd82cbba7d04be356e48e51511314a5ee44d/new/win/stPerPixelMultiMap_specular_vs.fxo -------------------------------------------------------------------------------- /new/win/stPerPixelNM_UVflow_meta.ini: -------------------------------------------------------------------------------- 1 | [METADATA] 2 | ALPHATEST=0 3 | SKINNED=0 4 | PARTICLE=0 5 | 2D=0 6 | -------------------------------------------------------------------------------- /new/win/stPerPixelNM_UVflow_ps.fxo: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ac-custom-shaders-patch/sdk-shaders/2fdcdd82cbba7d04be356e48e51511314a5ee44d/new/win/stPerPixelNM_UVflow_ps.fxo -------------------------------------------------------------------------------- /new/win/stPerPixelNM_UVflow_vs.fxo: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ac-custom-shaders-patch/sdk-shaders/2fdcdd82cbba7d04be356e48e51511314a5ee44d/new/win/stPerPixelNM_UVflow_vs.fxo -------------------------------------------------------------------------------- /old/html/ksMultilayer_fresnel_nm4/ksMultilayer_fresnel_nm4.html: -------------------------------------------------------------------------------- 1 |

ksMultilayer_fresnel_nm4

Shader which is very similar to ksMultilayer_fresnel_nm, but with four separate normal textures instead of single one, mapped same as detail textures, and masked with txMask. Good for landscapes.

2 |

Tiling fix

3 |

Unlike original multilayer shader, this one has proper options for tiling fix, separate for each channel: tilingFixR, tilingFixG, tilingFixB and tilingFixA. To enable tiling fix, change according option from 0 to 1. Please keep in mind tiling fix requires an extra texture sample, do not use it for textures which are too high res.

4 | -------------------------------------------------------------------------------- /old/html/ksPerPixelMultiMap_AT_emissive/ksPerPixelMultiMap_AT_emissive.html: -------------------------------------------------------------------------------- 1 |

ksPerPixelMultiMap_AT_emissive

This shader is an exact copy of ksPerPixelMultiMap, but with an extra txEmissive map used as multiplier for emissive color. You can use a black and white mask in there, or add color. Original shader multiplies txDiffuse by ksEmissive (similar to “Multiply” blending in Photoshop), this one also adds txEmissive multiplication step.

2 |

Few examples:

3 | 7 |

Set emSkipDiffuseMap to 1 to stop txDiffuse from affecting emissive color.

8 |

Multi-channel mode

9 |

To enable multi-channel mode, set emChannelsMode option to 1. In that mode, shader will use red channel of txEmissive as a mask for ksEmissive, green channel is mask for ksEmissive1, blue is for ksEmissive2 and alpha is for ksEmissive3. Later, in either car or track config, you can bind different emissive variables to different events, allowing you to use a single mesh for, for example, braking, parking and reverse lights without splitting.

10 |

If you have a symmetrical mesh, you can use more than four channels: for example, if you set emMirrorChannel3As4 to 1, anything on one side of symmetry plane would use ksEmissive4 instead of ksEmissive3. Use emMirrorDir and emMirrorOffset to setup symmetry plane (default value for mirror direction would be 1 0 0, to mirror from left to right; also, keep in mind it uses local mesh coordinates). With this option, you can get all car’s rear lights from a single mesh: use three normal channels for brake, parking and reverse lights, and third+fourth for turning lights (so map for turning lights would be set in alpha channel of txEmissive).

11 | -------------------------------------------------------------------------------- /old/html/ksPerPixelMultiMap_NMDetail_emissive/ksPerPixelMultiMap_NMDetail_emissive.html: -------------------------------------------------------------------------------- 1 |

ksPerPixelMultiMap_NMDetail_emissive

This shader is an exact copy of ksPerPixelMultiMap_NMDetail, but with an extra txEmissive map used as multiplier for emissive color. You can use a black and white mask in there, or add color. Original shader multiplies txDiffuse by ksEmissive (similar to “Multiply” blending in Photoshop), this one also adds txEmissive multiplication step.

2 |

Few examples:

3 | 7 |

Set emSkipDiffuseMap to 1 to stop txDiffuse from affecting emissive color.

8 |

Multi-channel mode

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To enable multi-channel mode, set emChannelsMode option to 1. In that mode, shader will use red channel of txEmissive as a mask for ksEmissive, green channel is mask for ksEmissive1, blue is for ksEmissive2 and alpha is for ksEmissive3. Later, in either car or track config, you can bind different emissive variables to different events, allowing you to use a single mesh for, for example, braking, parking and reverse lights without splitting.

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If you have a symmetrical mesh, you can use more than four channels: for example, if you set emMirrorChannel3As4 to 1, anything on one side of symmetry plane would use ksEmissive4 instead of ksEmissive3. Use emMirrorDir and emMirrorOffset to setup symmetry plane (default value for mirror direction would be 1 0 0, to mirror from left to right; also, keep in mind it uses local mesh coordinates). With this option, you can get all car’s rear lights from a single mesh: use three normal channels for brake, parking and reverse lights, and third+fourth for turning lights (so map for turning lights would be set in alpha channel of txEmissive).

11 | -------------------------------------------------------------------------------- /old/html/ksPerPixelMultiMap_emissive/ksPerPixelMultiMap_emissive.html: -------------------------------------------------------------------------------- 1 |

ksPerPixelMultiMap_emissive

This shader is an exact copy of ksPerPixelMultiMap, but with an extra txEmissive map used as multiplier for emissive color. You can use a black and white mask in there, or add color. Original shader multiplies txDiffuse by ksEmissive (similar to “Multiply” blending in Photoshop), this one also adds txEmissive multiplication step.

2 |

Few examples:

3 | 7 |

Set emSkipDiffuseMap to 1 to stop txDiffuse from affecting emissive color.

8 |

Multi-channel mode

9 |

To enable multi-channel mode, set emChannelsMode option to 1. In that mode, shader will use red channel of txEmissive as a mask for ksEmissive, green channel is mask for ksEmissive1, blue is for ksEmissive2 and alpha is for ksEmissive3. Later, in either car or track config, you can bind different emissive variables to different events, allowing you to use a single mesh for, for example, braking, parking and reverse lights without splitting.

10 |

If you have a symmetrical mesh, you can use more than four channels: for example, if you set emMirrorChannel3As4 to 1, anything on one side of symmetry plane would use ksEmissive4 instead of ksEmissive3. Use emMirrorDir and emMirrorOffset to setup symmetry plane (default value for mirror direction would be 1 0 0, to mirror from left to right; also, keep in mind it uses local mesh coordinates). With this option, you can get all car’s rear lights from a single mesh: use three normal channels for brake, parking and reverse lights, and third+fourth for turning lights (so map for turning lights would be set in alpha channel of txEmissive).

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