AtmosphericTriplanarZoomRotation
Example #
Body
{
PQS
{
materialType = AtmosphericTriplanarZoomRotation
Material
{
factor = // Integer, how many zoom levels there are (see video), fewer results in more discrete levels, 1 will softlock
factorBlendWidth = // Float, smoothing applied to each transition between factors. goes as low as 0.05 (recommended) and 1. 1 would be a solid (instant) transition.
rotationFactor = // Float, angle whch the texture rotates between factors, affects shadows
albedoBrightness = Float // terrain brightness
saturation = Float, modfies the ground texture saturation (scale of 0-1)
contrast = Float, modfies the ground texture brightness (scale of 0-1)
tintColor = Color, sets the ground texture's Color
specularColor = Color, sets the shine Color of the ground texture CONFIRM THIS
steepPower = Float, stregth of cliff textures on steep slopes
steepTexStart = Float, distance from camera that cliff textures start to fade out at. this should be closer to the camera than steepTexEnd
steepTexEnd = Float, distance from camera that cliff textures finish fading out at. this should be farther from the camera than steepTexStart.
steepTex = Texture, the texture to use
steepTexScale = X,Y, does nothing?? CONFIRM
steepTexOffset = X,Y ????
steepBumpMap = Texture bump map for the steep texture
steepBumpMapScale = X,Y same as above
steepBumpMapOffset = X,Y same as above
steepNearTiling = Float, how many times to tile the texture (when near?)
steepTiling = Float // far tiling (see above)
lowTex = texture3d // for all these just see above
lowTexScale = X,Y
lowTexOffset = X,Y
lowTiling = Float
midTex = texture3d
midTexScale = X,Y
midTexOffset = X,Y
midTiling = Float // must be a lot bigger than it used to be
midBumpMap = Texture
midBumpMapScale = X,Y
midBumpMapOffset = X,Y
midBumpTiling = Float // only the mid texture takes a bump map so it is recommended to isable low and high tiling. that way the terrain is entirely the mid texture (and thus has a bumpmap)
highTex = Texture
highTexScale = X,Y
highTexOffset = X,Y
highTiling = Float
lowStart = Float // transition start, 0
lowEnd = Float // transition end, 0.3
highStart = Float // transition start, 0.8
highEnd = Float // transition end, 1
globalDensity = float // the negative reciprocal of how "quickly" the fog effect "builds up". The smaller this is, the quicker
fogColorRamp = Texture, default is white, defines the colors that the fog cycles through as it goes throughout the day.
fogColorRampScale = X,Y
fogColorRampOffset = X,Y
planetOpacity = Float, default is 1
oceanFogDistance = Float, default is 1000
}
}
}