Mapdev:lightemission: Difference between revisions
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imported>Shadowfury333 |
imported>Gajop |
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{| class="wikitable" | {| class="wikitable" | ||
|+ Example | |+ Example | ||
| | | | ||
[[File:Map without light emission.jpg|frameless|Map without light emission]] | |||
|| | |||
[[File:Map with light emission.jpg|frameless|Map with light emission]] | |||
|- | |- | ||
! Without Light Emission Texture!! With Light Emission Texture | ! Without Light Emission Texture!! With Light Emission Texture | ||
|}</center> | |}</center> | ||
= Specification = | = Specification = | ||
== mapinfo.lua == | == mapinfo.lua == | ||
The relevant sections of the [[Mapdev:mapinfo.lua|mapinfo.lua]] | The relevant sections of the [[Mapdev:mapinfo.lua|mapinfo.lua]] | ||
<pre> | |||
local mapinfo = { | local mapinfo = { | ||
... | ... | ||
| Line 22: | Line 26: | ||
}, | }, | ||
... | ... | ||
}</pre> | }</pre> | ||
== Image File== | == Image File== | ||
{| class="wikitable" width="100%" | {| class="wikitable" width="100%" | ||
| Line 45: | Line 50: | ||
fragmentColor.rgb = fragmentColor.rgb * (1 - lightEmissionTex.a) + lightEmissionTex.rgb | fragmentColor.rgb = fragmentColor.rgb * (1 - lightEmissionTex.a) + lightEmissionTex.rgb | ||
</pre> | </pre> | ||
[[Category:Map Dev]] | |||
Latest revision as of 15:39, 18 December 2018
Light Emission Texture
Adds colour to a fragment (pixel). The colour added is the RGB colour of the emission texture, while the alpha of the emission texture determines the amount of the original colour that remains.
Can be used for accentuation. For example, metal spots in shadowed regions
| Without Light Emission Texture | With Light Emission Texture |
|---|
Specification
mapinfo.lua
The relevant sections of the mapinfo.lua
local mapinfo = {
...
resources = {
...
lightEmissionTex = "light_emission.png",
...
},
...
}
Image File
| File Location | ./maps/ |
|---|---|
| File Format | PNG, TGA |
| Colour Depth | 8bpp |
| Channels | RGBA |
| Resolution | Any, recommended powers of two, will be stretched over the terrain. Should be the same size as the Mapdev:specular image |
Modifies the fragment color as follows fragmentColor.rgb = fragmentColor.rgb * (1 - lightEmissionTex.a) + lightEmissionTex.rgb