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Data/Tools/ezEditor/VisualShader/Output_QuadParticle.ddl
98 строк
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Jan Krassnigg
Particle System Improvements (#1995)
21 июл 2026, 16:50
Не верифицирован
21 июл 2026, 16:50
5e8aa52
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Node %QuadParticleOutput { string %Category { "Output" } string %Color { "Grape" } string %NodeType { "Main" } string %Docs { "Output node for quad particles." } string %CodePermutations { " RENDER_PASS PARTICLE_RENDER_MODE PARTICLE_QUAD_MODE PARTICLE_LIGHTING_MODE SHADING_QUALITY CAMERA_MODE " } string %CheckPermutations {" RENDER_PASS=RENDER_PASS_FORWARD CAMERA_MODE=CAMERA_MODE_PERSPECTIVE SHADING_QUALITY=SHADING_QUALITY_NORMAL PARTICLE_RENDER_MODE=PARTICLE_RENDER_MODE_ADDITIVE PARTICLE_QUAD_MODE=PARTICLE_QUAD_MODE_BILLBOARD PARTICLE_LIGHTING_MODE=PARTICLE_LIGHTING_MODE_FULLBRIGHT "} string %CodeRenderStates { "#include <Shaders/Particles/ParticleRenderState.h>" } string %CodeShaderShared { " #define CUSTOM_INTERPOLATOR float FogAmount : FOG; float Life : TEXCOORD1; float Variation : TEXCOORD2; float2 ParticleUV : TEXCOORD3; #ifndef USE_TEXCOORD0 #define USE_TEXCOORD0 #endif #ifndef USE_COLOR0 #define USE_COLOR0 #endif " } string %CodeVertexDefines { "" } string %CodeVertexIncludes { " #include <Shaders/Particles/QuadParticleVertexShader.h> " } string %CodeVertexBody { "" } string %CodeMaterialParams { "" } string %CodePixelIncludes { " #include <Shaders/Common/VisualShaderUtil.h> #include <Shaders/Particles/ParticlePixelShader.h> " } string %CodePixelSamplers { "" } string %CodePixelConstants { "" } string %CodeMaterialConstants { " // Insert custom Visual Shader parameters here VSE_CONSTANTS " } string %CodePixelBody { " void FillCustomGlobals() { } float3 GetParticleColor() { return ToColor3($in0); } float GetParticleOpacity() { return saturate(ToFloat1($in1)); } " } // Pin 0 InputPin %Color { string %Type { "float3" } unsigned_int8 %Color { 200, 200, 200 } bool %Expose { true } string %DefaultValue { "1, 1, 1" } string %Tooltip { "Final color of the particle.\n\nThe per-particle color from initializers and behaviors is NOT applied automatically - multiply in the 'Vertex Color' node if you want those to have an effect." } } // Pin 1 InputPin %Opacity { string %Type { "float" } string %Color { "Red" } bool %Expose { true } string %DefaultValue { "1" } string %Tooltip { "Final opacity of the particle.\n\nThe per-particle alpha is NOT applied automatically - multiply in the 'Alpha' pin of the 'Vertex Color' node if you want behaviors such as 'Fade Out' to have an effect." } } }