Difference between revisions of "EffectShader"
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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....) |
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== 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. | ||
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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. | |||
|- | |||
'' | | width="200px" style="padding:13px;text-align:right" | ''Acceleration XYZ'' | ||
: | | 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. | ||
|- | |||
'' | | width="200px" style="padding:13px;text-align:right" | ''Initial Rotation'' | ||
: | | width="650px" style="padding:13px; " | The initial rotation assigned to a particle when it is spawned. | ||
|- | |||
'' | | width="200px" style="padding:13px;text-align:right" | ''Rotation Speed'' | ||
: | | width="650px" style="padding:13px; " | How fast the particles will rotate after spawning. | ||
|} | |||
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. | |||
{| class="wikitable" | |||
: | |+ Particle Shader Parameters: Continued | ||
| width="200px" style="padding:13px;text-align:right" | | |||
: | | width="650px" style="padding:13px; " | | ||
|- | |||
'' | | width="200px" style="padding:13px;text-align:right" | ''Scale Key 1'' | ||
: | | 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. | ||
|- | |||
| width="200px" style="padding:13px;text-align:right" | ''Scale Key 2'' | |||
| width="650px" style="padding:13px; " | Second scale and time component of the particle. | |||
|- | |||
'' | | width="200px" style="padding:13px;text-align:right" | ''Texture'' | ||
: | | width="650px" style="padding:13px; " | Press the Edit button to determine what texture the particle will use. It will appear as a sprite. | ||
|} | |||
{| class="wikitable" | |||
: | |+ Particle Shader Parameters: Color Keys | ||
'' | | width="200px" style="padding:13px;text-align:right" | ''Color'' | ||
: | | width="650px" style="padding:13px; " | The tint of the particle at that time | ||
|- | |||
''Color'' | | width="200px" style="padding:13px;text-align:right" | ''Color Alpha'' | ||
: | | width="650px" style="padding:13px; " | The alpha amount of the particle | ||
|- | |||
''Color Key Time'' | | width="200px" style="padding:13px;text-align:right" | ''Color Key Time'' | ||
: | | width="650px" style="padding:13px; " | The time that the color and alpha settings occur | ||
|} | |||