In Shade-C Evo most values are now set by using textures or material and entity properties.

Bumpstrength can not be set by default, you have to create a stronger normalmap. (I created a shader which lets you set the normalmapstrength, though. See below).

SpecularExp is set through material.power
Additionally, in the below example:
- Emissive Color (if using an emissive mask) can be set through material.emssive_red/green/blue
- Object Color (if using a colormask) can be set through material.diffuse_red/green/blue
- Gloss strength can be directly set in the shader by setting GLOSSSTRENGTH to another value

Velvety lighting has been moved to the light shader and can only be used if you switch the lighting model (blinn-phong, lambert, oren-nayar, etc) for the entity and then set the wrap around value of the lighting model. I'm not satisfied with how it currently works, so i won't give an example on how to use it as it's subject to change. Sorry.

Code:
//------------------------------------------------------------------------------
//----- USER INPUT -------------------------------------------------------------
//------------------------------------------------------------------------------

//assign skins
#define SKIN_ALBEDO (skin1.xyz) //diffusemap
#define SKIN_ALPHA (skin1.w) //alpha
#define SKIN_NORMAL (skin2.xyz) //normalmap
#define SKIN_GLOSS (skin2.w) //glossmap
#define SKIN_EMISSIVEMASK (skin3.b) //emissive mask
#define SKIN_COLOR (skin3.g) //(team)color mask
//...

#define NORMALMAPPING //do normalmapping?
#define BUMPSTRENGTH 10 //strength of normalmapping

#define GLOSSMAP //entity has glossmap?
#define GLOSSSTRENGTH 1 //if entity has no glossmap, gloss will be set to this value

#define EMISSIVEMASK //use emissive mask? (formula: emissive_color = SKIN_EMISSIVEMASK * SKIN_ALBEDO)
#define EMISSIVE_A7 // (optional EMISSIVEMASK addon) use emissive_red/green/blue for as emissive color? (formula: emissive_color = SKIN_EMISSIVEMASK * vecEmissive)
//#define EMISSIVE_SHADEC // (optional EMISSIVEMASK addon) OR use SC_OBJECT_EMISSIVE as emissive color? (formula: emissive_color = SKIN_EMISSIVEMASK * SC_OBJECT_EMISSIVE)

#define OBJECTCOLOR_A7 // use diffuse_red/green/blue as (team)color using the colormask?
//#define OBJECTCOLOR_SHADEC // OR use SC_OBJECT_COLOR as (team)color using the colormask?

//------------------------------------------------------------------------------
// ! END OF USER INPUT !
//------------------------------------------------------------------------------

#include <scHeaderObject>
#define CUSTOM_VS_EXTEND
vsOut Custom_VS_Extend(vsIn In, vsOut Out)
{
	Out.Tangent = Out.Tangent*BUMPSTRENGTH;
	Out.Binormal = Out.Binormal*BUMPSTRENGTH;
	//Out.Normal *= 1000;
	
	return Out;
}


#include <scObject>


Last edited by BoH_Havoc; 01/03/13 17:29.

Shade-C EVO Lite-C Shader Framework