<BorderColor>

Description

Texture border color.

Attributes

TypeAttributesDescription
A A component.
B B component.
G G component.
R R component.

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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