<ReflectanceRSampler>

Description

This is used with lookup tables for reflection components (Reflection R|Reflection G|Reflection B|Distribution 0|Distribution 1|Fresnel).

Hardware limitations affect the values that can be taken on by various attributes.
See documentation on basic graphics.

This element takes <ReferenceLookupTableCtr> (representing a lookup table) and <NullLookupTableCtr> (when there are no settings) as children.

Attributes

TypeAttributesDescription
LightingLookupTableInputInput Input value for accessing lookup table.
IsAbs Flag for making an absolute value of the input value for accessing lookup table.
LightingLookupTableScaleScale Scale value by which to multiply the value output from the lookup table.

LightingLookupTableInput Enumerated Type

ValueDescription
CosNormalHalfThe cosine of the angle formed from the normal and the half vector.
CosViewHalfThe cosine value of the angle formed from the normal vector and the half vector.
CosNormalViewThe cosine value of the angle formed from the normal and the view vector.
CosLightNormalThe cosine value of the angle formed from the light vector and the normal.
CosLightSpotThe cosine value of the angle formed from the light vector and the spot direction vector.
CosPhiThe cosine value of the angle formed from the half vector's tangent projection vector and the tangent vector.

LightingLookupTableScale Enumerated Type

ValueDescription
Quarter0.25x scale.
Half0.5x scale.
One1x scale.
Two2x scale.
Four4x scale.
Eight8x scale.

Example Output

<Materials>
<MaterialCtr Name="lambert2" IsCompressible="true" IsFragmentLightEnabled="true" IsVertexLightEnabled="false" IsHemiSphereLightEnabled="false" IsHemiSphereOcclusionEnabled="false" IsFogEnabled="false" TextureCoordinateConfig="Config0120" TranslucencyKind="Opaque" ShaderProgramDescriptionIndex="-1" ShaderBinaryKind="Default">
<ShaderReference />
<MaterialColor VertexColorScale="1">
<Emission R="0" G="0" B="0" A="0" />
<Ambient R="1" G="1" B="1" A="0" />
<Diffuse R="1" G="1" B="1" A="1" />
<Specular0 R="1" G="1" B="1" A="0" />
<Specular1 R="0" G="0" B="0" A="0" />
<Constant0 R="0" G="0" B="0" A="1" />
<Constant1 R="0" G="0" B="0" A="1" />
<Constant2 R="0" G="0" B="0" A="1" />
<Constant3 R="0" G="0" B="0" A="1" />
<Constant1 R="0" G="0" B="0" A="1" />
<Constant5 R="0" G="0" B="0" A="1" />
</MaterialColor>
<Rasterization CullingMode="BackFace" IsPolygonOffsetEnabled="false" PolygonOffsetFactor="0" PolygonOffsetUnit="0" />
<TextureCoordinators>
<TextureCoordinatorCtr SourceCoordinate="0" MappingMethod="UvCoordinateMap" ReferenceCamera="0" MatrixMode="DccMaya" ScaleS="1" ScaleT="1" Rotate="0" TranslateS="0" TranslateT="0" />
</TextureCoordinators>
<TextureMappers>
<PixelBasedTextureMapperCtr>
<TextureReference>Textures["Number.1"]@file:Textures/Number.1.ctex</TextureReference>
<StandardTextureSamplerCtr MinFilter="Linear" MagFilter="Linear" WrapS="Repeat" WrapT="Repeat" MinLod="0" LodBias="0">
<BorderColor R="0" G="0" B="0" A="1" />
</StandardTextureSamplerCtr>
</PixelBasedTextureMapperCtr>
</TextureMappers>
<FragmentShader LayerConfig="ConfigurationType0">
<BufferColor R="0" G="0" B="0" A="1" />
<FragmentBump BumpTextureIndex="Texture0" BumpMode="NotUsed" IsBumpRenormalize="false" />
<FragmentLighting FresnelConfig="No" IsClampHighLight="false" IsDistribution0Enabled="false" IsDistribution1Enabled="false" IsGeometricFactor0Enabled="false" IsGeometricFactor1Enabled="false" IsReflectionEnabled="false" />
<FragmentLightingTable>
<ReflectanceRSampler IsAbs="true" Input="CosNormalHalf" Scale="One">
<ReferenceLookupTableCtr TableName="LookupTable_1">
<LookupTableSetContentReferenceCtr>LookupTableSetContents["LookupTableSetContentCtr1"]@file:LookupTableSetContentCtr1.clts</LookupTableSetContentReferenceCtr>
</ReferenceLookupTableCtr>
</ReflectanceRSampler>
<ReflectanceGSampler IsAbs="true" Input="CosNormalHalf" Scale="One">
<NullLookupTableCtr />
</ReflectanceGSampler>
<ReflectanceBSampler IsAbs="true" Input="CosNormalHalf" Scale="One">
<NullLookupTableCtr />
</ReflectanceBSampler>
<Distribution0Sampler IsAbs="true" Input="CosNormalHalf" Scale="One">
<NullLookupTableCtr />
</Distribution0Sampler>
<Distribution1Sampler IsAbs="true" Input="CosNormalHalf" Scale="One">
<NullLookupTableCtr />
</Distribution1Sampler>
<FresnelSampler IsAbs="true" Input="CosNormalHalf" Scale="One">
<NullLookupTableCtr />
</FresnelSampler>
</FragmentLightingTable>
<TextureCombiners>
<TextureCombinerCtr CombineRgb="Modulate" CombineAlpha="Modulate" ScaleRgb="One" ScaleAlpha="One" Constant="Constant0" BufferInputRgb="PreviousBuffer" BufferInputAlpha="PreviousBuffer">
<SourceRgb Source0="FragmentPrimaryColor" Source1="Texture0" Source2="Constant" />
<OperandRgb Operand0="Color" Operand1="Color" Operand2="Color" />
<SourceAlpha Source0="PrimaryColor" Source1="Texture0" Source2="Constant" />
<OperandAlpha Operand0="Alpha" Operand1="Alpha" Operand2="Alpha" />
</TextureCombinerCtr>
</TextureCombiners>
<AlphaTest IsTestEnabled="false" TestFunction="Always" TestReference="0" />
</FragmentShader>
<FragmentOperation>
<DepthOperation IsTestEnabled="true" TestFunction="Less" IsMaskEnabled="true" />
<BlendOperation Mode="NotUsed" LogicOperation="Copy">
<RgbParameter BlendFunctionSource="SourceAlpha" BlendFunctionDestination="OneMinusSourceAlpha" BlendEquation="FuncAdd" />
<AlphaParameter BlendFunctionSource="One" BlendFunctionDestination="Zero" BlendEquation="FuncAdd" />
<BlendColor R="0" G="0" B="0" A="1" />
</BlendOperation>
</FragmentOperation>
</MaterialCtr>
</Materials>

CONFIDENTIAL