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Copy file name to clipboardExpand all lines: jme3-terrain/src/main/resources/Common/MatDefs/Terrain/AdvancedPBRTerrain.j3md
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@@ -4,8 +4,8 @@ MaterialDef AdvancedPBRTerrain {
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Int BoundDrawBuffer
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Texture2D SunLightExposureMap
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Boolean UseVertexColorsAsSunIntensity //set true to make the vertex color's R channel how exposed a vertex is to the sun
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Float StaticSunIntensity //used for setting the sun exposure value for a whole material
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Boolean UseVertexColorsAsSunExposure //set true to make the vertex color's R channel how exposed a vertex is to the sun
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Float StaticSunExposure //used for setting the sun exposure value for a whole material
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//these are usually generated at run time or setup in a level editor per-geometry, so that models indoors can have the DirectionalLight dimmed accordingly.
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Boolean BrightenIndoorShadows //set true if shadows are enabled and indoor areas without full sun exposure are too dark compared to when shadows are turned off in settings
//The type of normal map: -1.0 (DirectX), 1.0 (OpenGl)
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Float NormalType : -1.0
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// Specular-AA
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Boolean UseSpecularAA : true
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// screen space variance,Use the slider to set the strength of the geometric specular anti-aliasing effect between 0 and 1. Higher values produce a blurrier result with less aliasing.
//used in order to convert world coords to tex coords so afflictionTexture accurately represents the world in cases where terrain is not scaled at a 1,1,1 value
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Float TileWidth : 0
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Vector3 TileLocation
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// debug the final value of the selected layer as a color output
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// debug the final value of the selected layer as a color output
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