Difference between revisions of "TXMT/MaterialTypes"
| (One intermediate revision by one user not shown) | |||
| Line 1: | Line 1: | ||
| + | Material Types are basically graphical assembly functions responsible for the pixel value manipulation for given regions of a monitor screen. | ||
| + | |||
| + | A material type is a group of materials with certain graphical properties defined [b]in[/b] the type. Generally in TS2, a material type definition is found in material shaders ([http://www.sims2wiki.info/wiki.php?title=CD7FE87A matShad]). Yet, sometimes, certain codes are hard-implemented into the exe files or alike. | ||
| + | |||
| + | Inside a TS2 material definition: | ||
| + | material is parallel to material; pass to pass; shader to shader; sampler to sampler; stage to stage, etc... Not all the possible components are necessary for a particular material type. | ||
| + | |||
| + | The input for the material type of a given txmt file or certain animation bhav codes/commands/lines or hard-codes are to call and activate the corresponding material type function and/or its sub-functions. | ||
| + | |||
| + | |||
| + | |||
| + | |||
For different purposes of usages, there're 2 listings of the similar contents of material types. | For different purposes of usages, there're 2 listings of the similar contents of material types. | ||
| Line 5: | Line 17: | ||
| + | |||
| + | == 1. A list of material types ordered alphabetically == | ||
| + | |||
| + | |||
| + | AnimatedTexture | ||
| + | |||
| + | BirdWingFlapVertexShaderMaterial | ||
| + | |||
| + | BoundGeomMaterial | ||
| + | |||
| + | CausticsGeneratorMaterial | ||
| + | [predefined in the pool shader] | ||
| + | |||
| + | CensorCompositingMaterial | ||
| + | [predefined in the simskin shader] | ||
| + | |||
| + | CubeAlphaFalloff | ||
| + | |||
| + | CubeAlphaFalloffTexture | ||
| + | |||
| + | DeckFoundationPreviewMaterial | ||
| + | |||
| + | DirtyRectCompositingPass | ||
| + | |||
| + | FishSwimVertexShaderMaterial | ||
| + | |||
| + | Floor | ||
| + | [predefined in the floor shader] | ||
| + | |||
| + | floorGridBlackActiveLevel | ||
| + | [predefined in the floor shader] | ||
| + | |||
| + | floorGridWhiteActiveLevel | ||
| + | [predefined in the floor shader] | ||
| + | |||
| + | floorLocalGridBlackActiveLevel | ||
| + | [predefined in the floor shader] | ||
| + | |||
| + | FloorPool | ||
| + | [partially predefined in the floor shader and the pool shader] | ||
| + | |||
| + | FloorReflective (dead) | ||
| + | [predefined in the floor shader] | ||
| + | |||
| + | ImposterArrowMaterial | ||
| + | |||
| + | InverseTileGridMaterial | ||
| + | [predefined in the floor shader] | ||
| + | |||
| + | LightningIonization | ||
| + | |||
| + | LightningGlow | ||
| + | |||
| + | LightningCore | ||
| + | |||
| + | LotSkirtRoadMaterialDefinition | ||
| + | |||
| + | MirrorBackClearStencilAndSetDepth | ||
| + | [predefined in the mirror shader] | ||
| + | |||
| + | MVLab-RenderToTexture | ||
| + | |||
| + | MVLab-RenderToTextureReflection | ||
| + | |||
| + | MVLab-Dimmer | ||
| + | |||
| + | NeighborhoodCanvas | ||
| + | |||
| + | NeighborhoodCanvasStraddle | ||
| + | |||
| + | NeighborhoodTerrainEdge | ||
| + | |||
| + | NeighborhoodTreeGUOBMaterial | ||
| + | |||
| + | NeighborhoodWaterEdge | ||
| + | |||
| + | NeighborhoodWaterTerrain | ||
| + | |||
| + | NHoodRoadMaterialDef | ||
| + | |||
| + | NHoodTerrainHighlightMaterial | ||
| + | |||
| + | NHoodTerrainLighting | ||
| + | |||
| + | Null | ||
| + | |||
| + | OverlayMaterialDef | ||
| + | |||
| + | OverlayShadowMaterialDef | ||
| + | |||
| + | PartiallyUnderWaterMaterial | ||
| + | |||
| + | Phong | ||
| + | [some predefined in stdmat shader] | ||
| + | |||
| + | PlumbBobAnimatedColor | ||
| + | |||
| + | PoolDepthLayerMaterial | ||
| + | [predefined in the pool shader] | ||
| + | |||
| + | PoolWaterSurfaceMaterial | ||
| + | [predefined in the pool shader] | ||
| + | |||
| + | ProjectiveShadowDef | ||
| + | |||
| + | RoofPreviewMaterialTopBoundary | ||
| + | |||
| + | SetFarZOnMirrorRTT | ||
| + | [predefined in the mirror shader] | ||
| + | |||
| + | SetNearZOnMirrorRTT | ||
| + | [predefined in the mirror shader] | ||
| + | |||
| + | SetStencilOnCensorRTT | ||
| + | [predefined in the mirror shader] | ||
| + | |||
| + | SimpleMirrorReflection | ||
| + | [predefined in the mirror shader] | ||
| + | |||
| + | SimSkin | ||
| + | [predefined in the simskin shader] | ||
| + | |||
| + | SimStandardMaterial | ||
| + | [predefined in the simskin shader] | ||
| + | |||
| + | SkyboxCompositionPassMaterial | ||
| + | |||
| + | SolidColorMaterial | ||
| + | |||
| + | StandardMaterial | ||
| + | [predefined in stdmat shader] | ||
| + | |||
| + | StandardParticleModelMaterial | ||
| + | |||
| + | TerrainLighting | ||
| + | |||
| + | TerrainWater | ||
| + | |||
| + | TextureAlpha | ||
| + | |||
| + | TexturedMaterial | ||
| + | |||
| + | TileGridMaterial | ||
| + | [predefined in the floor shader] | ||
| + | |||
| + | uiHeadlineBillboardTest | ||
| + | |||
| + | uiHeadlineBillboardAnimationTest | ||
| + | |||
| + | VisColliderMaterial | ||
| + | |||
| + | VisDynamicallyDeformedMaterial | ||
| + | |||
| + | VisualizeGeomNormalsDef | ||
| + | |||
| + | WallMask | ||
| + | [predefined in the wall shader] | ||
| + | |||
| + | Wallpaper | ||
| + | [predefined in the wall shader] | ||
| + | (normally unused coz WallpaperBump have all of its functions) | ||
| + | |||
| + | WallpaperBump | ||
| + | [predefined in the wall shader] | ||
| + | |||
| + | WallpaperPool | ||
| + | [partially predefined in the wall shader and the pool shader] | ||
| + | |||
| + | WaterAnimatingTextures | ||
| + | |||
| + | WireframeMaterial | ||
| + | |||
| + | ZoomConeMaterial | ||
| + | |||
| + | == 2. A list of material types ordered categorisedly == | ||
PoolSwim: | PoolSwim: | ||
| Line 12: | Line 199: | ||
PoolWaterSurfaceMaterial | PoolWaterSurfaceMaterial | ||
WallpaperPool | WallpaperPool | ||
| + | |||
MirrorReflectionMaterial | MirrorReflectionMaterial | ||
Latest revision as of 06:15, 20 August 2007
Material Types are basically graphical assembly functions responsible for the pixel value manipulation for given regions of a monitor screen.
A material type is a group of materials with certain graphical properties defined [b]in[/b] the type. Generally in TS2, a material type definition is found in material shaders (matShad). Yet, sometimes, certain codes are hard-implemented into the exe files or alike.
Inside a TS2 material definition: material is parallel to material; pass to pass; shader to shader; sampler to sampler; stage to stage, etc... Not all the possible components are necessary for a particular material type.
The input for the material type of a given txmt file or certain animation bhav codes/commands/lines or hard-codes are to call and activate the corresponding material type function and/or its sub-functions.
For different purposes of usages, there're 2 listings of the similar contents of material types.
1. A list of material types ordered alphabetically 2. A list of material types ordered categorisedly
[edit] 1. A list of material types ordered alphabetically
AnimatedTexture
BirdWingFlapVertexShaderMaterial
BoundGeomMaterial
CausticsGeneratorMaterial [predefined in the pool shader]
CensorCompositingMaterial [predefined in the simskin shader]
CubeAlphaFalloff
CubeAlphaFalloffTexture
DeckFoundationPreviewMaterial
DirtyRectCompositingPass
FishSwimVertexShaderMaterial
Floor [predefined in the floor shader]
floorGridBlackActiveLevel [predefined in the floor shader]
floorGridWhiteActiveLevel [predefined in the floor shader]
floorLocalGridBlackActiveLevel [predefined in the floor shader]
FloorPool [partially predefined in the floor shader and the pool shader]
FloorReflective (dead) [predefined in the floor shader]
ImposterArrowMaterial
InverseTileGridMaterial [predefined in the floor shader]
LightningIonization
LightningGlow
LightningCore
LotSkirtRoadMaterialDefinition
MirrorBackClearStencilAndSetDepth [predefined in the mirror shader]
MVLab-RenderToTexture
MVLab-RenderToTextureReflection
MVLab-Dimmer
NeighborhoodCanvas
NeighborhoodCanvasStraddle
NeighborhoodTerrainEdge
NeighborhoodTreeGUOBMaterial
NeighborhoodWaterEdge
NeighborhoodWaterTerrain
NHoodRoadMaterialDef
NHoodTerrainHighlightMaterial
NHoodTerrainLighting
Null
OverlayMaterialDef
OverlayShadowMaterialDef
PartiallyUnderWaterMaterial
Phong [some predefined in stdmat shader]
PlumbBobAnimatedColor
PoolDepthLayerMaterial [predefined in the pool shader]
PoolWaterSurfaceMaterial [predefined in the pool shader]
ProjectiveShadowDef
RoofPreviewMaterialTopBoundary
SetFarZOnMirrorRTT [predefined in the mirror shader]
SetNearZOnMirrorRTT [predefined in the mirror shader]
SetStencilOnCensorRTT [predefined in the mirror shader]
SimpleMirrorReflection [predefined in the mirror shader]
SimSkin [predefined in the simskin shader]
SimStandardMaterial [predefined in the simskin shader]
SkyboxCompositionPassMaterial
SolidColorMaterial
StandardMaterial [predefined in stdmat shader]
StandardParticleModelMaterial
TerrainLighting
TerrainWater
TextureAlpha
TexturedMaterial
TileGridMaterial [predefined in the floor shader]
uiHeadlineBillboardTest
uiHeadlineBillboardAnimationTest
VisColliderMaterial
VisDynamicallyDeformedMaterial
VisualizeGeomNormalsDef
WallMask [predefined in the wall shader]
Wallpaper [predefined in the wall shader] (normally unused coz WallpaperBump have all of its functions)
WallpaperBump [predefined in the wall shader]
WallpaperPool [partially predefined in the wall shader and the pool shader]
WaterAnimatingTextures
WireframeMaterial
ZoomConeMaterial
[edit] 2. A list of material types ordered categorisedly
PoolSwim:
CausticsGeneratorMaterial FloorPool PoolDepthLayerMaterial PoolWaterSurfaceMaterial WallpaperPool
MirrorReflectionMaterial