Default Shader Color Output

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.

Vertex color (present)

When vertex color is present, color is computed as follows:

RGB

Calculation:
Vertex color + Hemispherical light + Vertex light

Note: If neither hemispherical light nor vertex light is present, the vertex color is output.

Alpha

Calculation:
Vertex alpha × Material diffuse alpha + Vertex light alpha

Note: The default value for the vertex light alpha is 0.

Vertex color (absent)

When vertex color is not present, color is computed as follows:

RGB

Calculation:
(Hemispherical light + vertex light) × 1

Note: If neither hemispherical light nor vertex light is present, the material diffuse color is output.

Alpha

Calculation:
Vertex light alpha + Material diffuse alpha

Note: If vertex light is not present, then the material diffuse alpha is used.

When using occlusion for hemispherical light

If occlusion is enabled for hemispherical light, the following calculation method is used.

Calculation:
Vertex color + (Hemispherical light x Vertex alpha) + Vertex light.


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