Expand description
Model material classification and the character outfit atlas, shared by the viewer and the game so both draw a material the same way.
Enums§
- Material
Kind - Which ported model shader a range uses, from its material instance’s base material.
Constants§
- CHARACTER_
OUTFITS NormalSkin_charactervs(c5.z = 0.125): the character texture holds 8 outfits side by side.
Functions§
- character_
uv_ transform - The texture transform of a citizen’s outfit, as a scale and offset for
uv * xy + zw. The character texture holds 8 outfits side by side, and the shader computes the diffuse U as(u + outfit) / 8, whereuis the vertex texture coordinate (/512) andoutfitis 0 to 7.