protected override Material CreateModelMat() { Material mat = SRObjects.GetInst <Material>("Chickadoo"); mat.SetTexture(RAMP_GREEN, TextureUtils.CreateRamp("c30101", "ff0505")); mat.SetTexture(RAMP_BLUE, TextureUtils.CreateRamp("fd6c01", "ffcfac")); mat.SetTexture(RAMP_BLACK, TextureUtils.CreateRamp("fd6c01", "ffcfac")); return(mat); }
protected override Material CreateModelMat() { Material mat = SRObjects.GetInst <Material>("ginger"); mat.SetTexture(RAMP_GREEN, TextureUtils.CreateRamp("5a3d75", "74598e")); mat.SetTexture(RAMP_BLUE, TextureUtils.CreateRamp("292929", "393939")); mat.SetTexture(RAMP_BLACK, TextureUtils.CreateRamp("8e8e8e", "e7e7e7")); return(mat); }
// TODO: Add phasing ability protected override Material CreateModelMat() { Material mat = SRObjects.GetInst <Material>("pogo"); mat.SetTexture(RAMP_GREEN, TextureUtils.CreateRamp("178f61", "00dee5")); mat.SetTexture(RAMP_BLUE, TextureUtils.CreateRamp("a6418c", "d453b4")); mat.SetTexture(RAMP_BLACK, TextureUtils.CreateRamp("3c115d", "d453b4")); return(mat); }
protected override Material CreateModelMat() { Material mat = SRObjects.GetInst <Material>("spicyTofu"); mat.SetTexture(RAMP_RED, TextureUtils.CreateRamp("8f1717", "e52600")); mat.SetTexture(RAMP_GREEN, TextureUtils.CreateRamp("b01c1c", "eb6200")); mat.SetTexture(RAMP_BLUE, TextureUtils.CreateRamp("8f1717", "e52600")); mat.SetTexture(RAMP_BLACK, TextureUtils.CreateRamp("a15636", "b37a57")); return(mat); }
protected override Material CreateModelMat() { Material mat = SRObjects.GetInst <Material>("slimeTarr"); mat.SetColor(TOP_COLOR, ColorUtils.FromHex("9afcff")); mat.SetColor(MIDDLE_COLOR, ColorUtils.FromHex("3194b2")); mat.SetColor(BOTTOM_COLOR, ColorUtils.FromHex("0e708f")); mat.SetTexture(COLOR_RAMP, TextureUtils.CreateRamp("ffffff", "86e9ff", "ffffff")); return(mat); }
protected override Material CreateModelMat() { Material mat = SRObjects.GetInst <Material>("Depth Water Ball"); mat.SetTexture(COLOR_RAMP, TextureUtils.CreateRamp("5b6f09", "68bb30")); mat.SetFloat(WAVE_FADE, 0); mat.SetFloat(WAVE_SPEED, 0); mat.SetFloat(WAVE_NOISE, 0); mat.SetFloat(WAVE_HEIGHT, 0); mat.SetFloat(REFRACTED_LIGHT_FADE, 0); mat.SetFloat(REFRACTION_AMOUNT, 0); mat.SetTexture(DIRT, null); mat.SetFloat(DIRT_FADE, 0); return(mat); }