Difference between revisions of "EffectShader"

2,632 bytes added ,  06:19, 17 May 2013
Added one comment on the "Normal" option and put the shader section in a semi readable table. I wish I knew how to repeat a style for a column....
imported>Tox2ik
(projected UVs)
imported>Tox2ik
(Added one comment on the "Normal" option and put the shader section in a semi readable table. I wish I knew how to repeat a style for a column....)
Line 164: Line 164:
== Particle Shader ==
== Particle Shader ==
Use the Particle Shader section to create particles that will emit from the target object.
Use the Particle Shader section to create particles that will emit from the target object.
These effects are limited to ObjectReferences that are also Actors.
These effects are limited to ObjectReferences that are also Actors.  
 
Trying to emit particles from a piece of armor or another inanimate object will prove fruitless.  
Trying to emit particles from a piece of armor or another inanimate object will prove fruitless.  


Line 170: Line 171:
Refer to the Membrane Shader section.
Refer to the Membrane Shader section.


{| class="wikitable"
|+ Particle Shader Parameters
| width="200px" style="padding:13px;text-align:right"  | ''Z Test Function''
| width="650px" style="padding:13px;                "  |  Default is Normal. When set to Always Show, the particles will draw on top of all other meshes, making particles visible through walls. The Detect Life shader uses this effect.
|-
| width="200px" style="padding:13px;text-align:right"  | ''Particle Birth Ramp Up Time''
| width="650px" style="padding:13px;                "  |  The time for the particle to reach its Full Particle Birth Ratio
|-
| width="200px" style="padding:13px;text-align:right"  | ''Full Particle Birth Time''
| width="650px" style="padding:13px;                "  |  The duration that particles emit at the system's Full Particle Birth Ratio.
|-
| width="200px" style="padding:13px;text-align:right"  | ''Particle Birth Ramp Down''
| width="650px" style="padding:13px;                "  |  The time for the particle system to go from the Full Particle Birth Ratio to the Persistent Particle Birth Ratio.
|-
| width="200px" style="padding:13px;text-align:right"  | ''Full Particle Birth Ratio''
| width="650px" style="padding:13px;                "  | The amount of particles that spawn. A value of 1 will cause the maximum amount of particles to spawn.
|-
| width="200px" style="padding:13px;text-align:right"  | ''Persistent Particle Birth Ratio''
| width="650px" style="padding:13px;                "  | The amount of particles that during the persistent effect phase of the effect shader.
|-
| width="200px" style="padding:13px;text-align:right"  | ''Particle Lifetime''
| width="650px" style="padding:13px;                "  | How long a particle will exist in the world. Adjust the +/- value to provide variability to this value.
|-
| width="200px" style="padding:13px;text-align:right"  | ''Initial Speed Along Normal''
| width="650px" style="padding:13px;                "  | The initial speed assigned to a particle when it is spawned. The normal should be considered the mostly random direction that a particle is given when it is spawned. Thus, this value controls the explosiveness of the particle effect.
|-
| width="200px" style="padding:13px;text-align:right"  | ''Acceleration Along Normal''
| width="650px" style="padding:13px;                "  | The amount of acceleration (or deceleration if negative values are used) applied to a particle. The normal is on the shaded object (such as the player) and negative acceleration values will pull the particles towards the object.
|-
| width="200px" style="padding:13px;text-align:right"  | ''Initial Velocity XYZ''
| width="650px" style="padding:13px;                "  | The amount of velocity applied to a particle in world coordinates. To make particles drift upwards, apply a positive velocity to the Z axis.


''Z Test Function''
|-
:: Default is Normal. When set to Always Show, the particles will draw on top of all other meshes, making particles visible through walls. The Detect Life shader uses this effect.


''Particle Birth Ramp Up Time''
| width="200px" style="padding:13px;text-align:right"  | ''Acceleration XYZ''  
:: The time for the particle to reach its Full Particle Birth Ratio
| width="650px" style="padding:13px;                "  | The amount of acceleration applied to a particle in world coordinates. As an example, you can make a particle float back down after a time by making the absolute value of a negative Z acceleration greater than the initial velocity divided by the particle lifetime, or |-ZAcceleration| > ZVelocity / Particle Lifetime.


''Full Particle Birth Time''
|-
:: The duration that particles emit at the system's Full Particle Birth Ratio.


''Particle Birth Ramp Down''
| width="200px" style="padding:13px;text-align:right"  | ''Initial Rotation''  
:: The time for the particle system to go from the Full Particle Birth Ratio to the Persistent Particle Birth Ratio.
| width="650px" style="padding:13px;                "  | The initial rotation assigned to a particle when it is spawned.  


''Full Particle Birth Ratio''
|-
:: The amount of particles that spawn. A value of 1 will cause the maximum amount of particles to spawn.


''Persistent Particle Birth Ratio''
| width="200px" style="padding:13px;text-align:right"  | ''Rotation Speed''  
:: The amount of particles that during the persistent effect phase of the effect shader.  
| width="650px" style="padding:13px;                "  | How fast the particles will rotate after spawning.  


''Particle Lifetime''
|}
:: How long a particle will exist in the world. Adjust the +/- value to provide variability to this value.


''Initial Speed Along Normal''
The Time component in the following options is not specified in seconds, but rather a value in the 0 - 1 range. This decimal value represents the percentage of a particle's life.
:: The initial speed assigned to a particle when it is spawned. The normal should be considered the mostly random direction that a particle is given when it is spawned. Thus, this value controls the explosiveness of the particle effect.  


''Acceleration Along Normal''
{| class="wikitable"
:: The amount of acceleration (or deceleration if negative values are used) applied to a particle.
|+ Particle Shader Parameters: Continued


''Initial Velocity XYZ''
| width="200px" style="padding:13px;text-align:right"  |
:: The amount of velocity applied to a particle in world coordinates. To make particles drift upwards, apply a positive velocity to the Z axis.
| width="650px" style="padding:13px;                "  |


''Acceleration XYZ''
|-  
:: The amount of acceleration applied to a particle in world coordinates. As an example, you can make a particle float back down after a time by making the absolute value of a negative Z acceleration greater than the initial velocity divided by the particle lifetime, or |-ZAcceleration| > ZVelocity / Particle Lifetime.


''Initial Rotation''
| width="200px" style="padding:13px;text-align:right"  | ''Scale Key 1''
:: The initial rotation assigned to a particle when it is spawned.  
| width="650px" style="padding:13px;                "  | The first value represents the scale of a particle, the Time value determines when that scale is reached. All particles are spawned with a scale of 0 and increase in size until they reach this scale.  


''Rotation Speed''
|-
:: How fast the particles will rotate after spawning.


| width="200px" style="padding:13px;text-align:right"  | ''Scale Key 2''
| width="650px" style="padding:13px;                "  | Second scale and time component of the particle.


The Time component in the following options is not in seconds, but rather a value in the 0 - 1 range. This decimal value represents the percentage of a particle's life.
|-  


''Scale Key 1''
| width="200px" style="padding:13px;text-align:right"  | ''Texture''
:: The first value represents the scale of a particle, the Time value determines when that scale is reached. All particles are spawned with a scale of 0 and increase in size until they reach this scale.  
| width="650px" style="padding:13px;                "  | Press the Edit button to determine what texture the particle will use. It will appear as a sprite.
|}


''Scale Key 2''
{| class="wikitable"
:: Second scale and time component of the particle.
|+ Particle Shader Parameters: Color Keys


''Texture''
| width="200px" style="padding:13px;text-align:right"  | ''Color''
:: Press the Edit button to determine what texture the particle will use. It will appear as a sprite.
| width="650px" style="padding:13px;                "  | The tint of the particle at that time


'''Color Keys'''
|-


''Color''
| width="200px" style="padding:13px;text-align:right"  | ''Color Alpha''
:: The tint of the particle at that time
| width="650px" style="padding:13px;                "  | The alpha amount of the particle


''Color Alpha''
|-
:: The alpha amount of the particle


''Color Key Time''
| width="200px" style="padding:13px;text-align:right"  | ''Color Key Time''
:: the time that the color and alpha settings occur
| width="650px" style="padding:13px;                "  | The time that the color and alpha settings occur
|}




Anonymous user