This section describes the methods for computing color output by the default shader.
Note: The color calculations change, depending whether vertex color is present or absent.
When vertex color is present, color is computed as follows:
Calculation:
Vertex color + Hemispherical light + Vertex light
Note: If neither hemispherical light nor vertex light is present, the vertex color is output.
Calculation:
Vertex alpha × Material diffuse alpha + Vertex light alpha
Note: The default value for the vertex light alpha is 0.
When vertex color is not present, color is computed as follows:
Calculation:
(Hemispherical light + vertex light) × 1
Note: If neither hemispherical light nor vertex light is present, the material diffuse color is output.
Calculation:
Vertex light alpha + Material diffuse alpha
Note: If vertex light is not present, then the material diffuse alpha is used.
If occlusion is enabled for hemispherical light, the following calculation method is used.
Calculation:
Vertex color + (Hemispherical light x Vertex alpha) + Vertex light.
CONFIDENTIAL