/// <summary> /// Defaults the values. /// </summary> protected override void DefaultValues() { base.DefaultValues(); this.EffectMode = DualTextureMode.Multiplicative; this.DiffuseColor = Color.White; this.AmbientColor = Color.Black; this.SpecularPower = 64; this.LightingEnabled = true; this.shaderParameters = new MaterialParameters(); this.gbufferShaderParameters = new GBufferMaterialParameters(); // ToDo: You need to initialize at least one technique this.Parameters = this.shaderParameters; techniques[0].Initialize(this); }
/// <summary> /// Defaults the values. /// </summary> protected override void DefaultValues() { base.DefaultValues(); this.EnvironmentAmount = 0.4f; this.FresnelFactor = 0.0f; this.DiffuseColor = Color.White; this.AmbientColor = Color.Black; this.SpecularPower = 64; this.LightingEnabled = true; this.shaderParameters = new MaterialParameters(); this.gbufferShaderParameters = new GBufferMaterialParameters(); // ToDo: You need to initialize at least one technique this.Parameters = this.shaderParameters; techniques[0].Initialize(this); }
/// <summary> /// Sets the defaults values. /// </summary> protected override void DefaultValues() { base.DefaultValues(); this.ReferenceAlpha = 0; this.DiffuseColor = Color.White; this.Alpha = 1; this.AmbientColor = Color.Black; this.EmissiveColor = Color.White; this.SpecularPower = 64f; this.FresnelFactor = 1f; this.IBLFactor = 1f; this.EnvironmentAmount = 1f; this.FresnelTermEnabled = false; this.EffectMode = DualTextureMode.Lightmap; this.LightingEnabled = true; this.shaderParameters = new MaterialParameters(); this.gbufferShaderParameters = new GBufferMaterialParameters(); // ToDo: You need to initialize at least one technique this.Parameters = this.shaderParameters; techniques[0].Initialize(this); }
/// <summary> /// Defaults the values. /// </summary> protected override void DefaultValues() { base.DefaultValues(); this.EnvironmentAmount = 0.4f; this.FresnelFactor = 0.0f; this.DiffuseColor = Color.White; this.AmbientColor = Color.Black; this.SpecularPower = 64; this.LightingEnabled = true; this.shaderParameters = new MaterialParameters(); this.gbufferShaderParameters = new GBufferMaterialParameters(); if (!techniqueInitialized) { // Initialize Forward techniques this.Parameters = this.shaderParameters; var techniqueList = techniques.Where(t => !t.Name.StartsWith("G")).ToArray(); this.InitializeTechniques(techniqueList); // Initialize GBuffer techniques this.Parameters = this.gbufferShaderParameters; techniqueList = techniques.Where(t => t.Name.StartsWith("G")).ToArray(); this.InitializeTechniques(techniqueList); techniqueInitialized = true; } }
/// <summary> /// Defaults the values. /// </summary> protected override void DefaultValues() { base.DefaultValues(); this.Alpha = 1; this.ReferenceAlpha = 0; this.SpecularPower = 64; this.DiffuseColor = Color.White; this.EmissiveColor = Color.White; this.AmbientColor = Color.Black; this.LightingEnabled = true; this.shaderParameters = new MaterialParameters(); this.gbufferShaderParameters = new GBufferMaterialParameters(); // ToDo: You need to initialize at least one technique this.Parameters = this.shaderParameters; techniques[0].Initialize(this); }
/// <summary> /// Defaults the values. /// </summary> protected override void DefaultValues() { base.DefaultValues(); this.EffectMode = DualTextureMode.Multiplicative; this.DiffuseColor = Color.White; this.AmbientColor = Color.Black; this.SpecularPower = 64; this.LightingEnabled = true; this.shaderParameters = new MaterialParameters(); this.gbufferShaderParameters = new GBufferMaterialParameters(); // ToDo: You need to initialize at least one technique this.Parameters = this.shaderParameters; techniques[0].Initialize(this); }
/// <summary> /// Defaults the values. /// </summary> protected override void DefaultValues() { base.DefaultValues(); this.EffectMode = DualTextureMode.Multiplicative; this.DiffuseColor = Color.White; this.AmbientColor = Color.Black; this.SpecularPower = 64; this.LightingEnabled = true; this.shaderParameters = new MaterialParameters(); this.gbufferShaderParameters = new GBufferMaterialParameters(); if (!techniqueInitialized) { // Initialize Forward techniques this.Parameters = this.shaderParameters; var techniqueList = techniques.Where(t => !t.Name.StartsWith("G")).ToArray(); this.InitializeTechniques(techniqueList); // Initialize GBuffer techniques this.Parameters = this.gbufferShaderParameters; techniqueList = techniques.Where(t => t.Name.StartsWith("G")).ToArray(); this.InitializeTechniques(techniqueList); techniqueInitialized = true; } }