<DepthOperation>

Description

Depth test.

Attributes

TypeAttributesDescription
IsMaskEnabled Flag that enables the depth value mask.
IsTestEnabled Flag that enables the depth test.
TestFunctionCtrTestFunction Function for determining whether the depth test has been passed.

TestFunctionCtr Enumerated Type

ValueDescription
Never Never pass regardless of the value.
Always Always pass regardless of the value.
Less Pass if less than the reference value.
Lequal Pass if less than or equal to the reference value.
Equal Pass if equal to the reference value.
Gequal Pass if greater than or equal to the reference value.
Greater Pass if greater than the reference value.
Notequal Pass if not equal to the reference value.

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>

CONFIDENTIAL