<TextureCombinerCtr>

Description

This tag represents a texture combiner.

Attributes

TypeAttributesDescription
TextureCombineBufferInputBufferInputAlpha The alpha buffer input. This can be set for texture combiners 1, 2, 3 and 4 only.
TextureCombineBufferInputBufferInputRgb The color buffer input. This can be set for texture combiners 1, 2, 3 and 4 only.
TextureCombineModeCombineAlpha The number of alpha combiners.
TextureCombineModeCombineRgb The number of color combiners.
ConstantColorCtrConstant The constant color index.
TextureCombineScaleScaleAlpha The scale for the output alpha.
TextureCombineScaleScaleRgb The scale for the output color.

TextureCombineBufferInput Enumeratred Type

ValueDescription
Previous Inputs the previous texture combiner blender output to the buffer.
PreviousBuffer Inputs the previous buffer to the buffer without changes.

TextureCombineMode Enumerated Type

ValueDescription
Replace Only Operation 0 is used. Result = Arg0
Modulate Multiplies Operation 0 and Operation 1. Result = Arg0 + Arg1
Add Adds operation 0 and Operation 1. Result = Arg0 + Arg1
AddSigned Subtracts 0.5 from the sum of Operation 0 and Operation 1. Result = Arg0 + Arg1 - 0.5
Interpolate Interpolates Operation 0 and Operation 1 using Operation 2. Result = Arg0 * Arg2 + Arg1 * (1 - Arg2)
Subtract Subtracts Operation 1 from Operation 0. Result = Arg0 - Arg1
DotProduct3Rgb Replaces each RGB with the dot product of Operation 0 and Operation 1. ResultRGB = 4 * ((Arg0r - 0.5) * (Arg1r - 0.5) + (Arg0g - 0.5) * (Arg1g - 0.5) + (Arg0b - 0.5) * (Arg1b - 0.5))
DotProduct3Rgba Replaces each RGBA with the dot product of Operation 0 and Operation 1. ResultRGBA = 4 * ((Arg0r - 0.5) * (Arg1r - 0.5) + (Arg0g - 0.5) * (Arg1g - 0.5) + (Arg0b - 0.5) * (Arg1b - 0.5))
AddMult Multiplies the sum of Operation 0 and Operation 1 by Operation 2. Result = (Arg0 + Arg1) * Arg2
MultAdd Adds the product of Operation 0 and Operation 1 to Operation 2. Result = (Arg0 * Arg1) + Arg2

ConstantColorCtr Enumerated Type

ValueDescription
Constant0 Constant color.
Constant1 Constant color 2.
Constant2 Constant color 3.
Constant3 Constant color 4.
Constant4 Constant color 5.
Constant5 Constant color 6.
Emission Emission color.
Ambient Ambient color.
Diffuse Diffuse color.
Specular0 Specular color.
Specular1 Specular color 2.

TextureCombineScale Enumerated Type

ValueDescription
One Equal scale mode.
Two Double scale mode.
Four Quadruple scale mode.

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" />
<Constant4 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">
<NullLookupTableCtr />
</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>

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