ParticleSystem = filename
SceneFile = filename
ModelFiles = obj1.mc,obj2.mc
SkyMesh = meshName
CubeMapSize = 0
Lensflare = filename
Shader {
Environment {
texName_ {
Type = Cubemap
FilePrefix = prefix
File = filename
Layer = 6
}
}
Shader2D {
Blocks = shader/blocks.ck
Default = shader/default.ck
}
ShaderDepth {
Blocks = shader/blocks.ck
Default = shader/defaultDepth.ck
}
Shader3D {
Blocks = shader/blocks.ck
Default = shader/default.ck
DiSpMiAt {
Vertex = shader/main.vs
Fragment = shader/main.fs
Defined = '
'
}
_ground {
Vertex = shader/main.vs
Fragment = shader/main.fs
Defined = '
'
Uniform {
TexReflect = 5
}
}
}
}
Materials {
materialName_ {
Color = 2F53B300
Parameter = 0.0,0.1,1.0,0.2
Texture = texName
TextureWrap = Repeat|MirroredRepeat|ClampToEdge
Mipmap = Off|On
Custom {
uniformName_ = vec4
}
}
}
GroundReflection {
TexWidth = 512
TexHeight = 256
}
Animation {
File = actionfile
objName_ {
Mesh = meshName
Mode = Loop|Sequence|Single|SingleRepeat
Animations = act1,act2...
AutoPlay = Yes
}
}
DeferredRender {
DeferredShader = shader3d
}
EffectRender {
BlurTextureSize = 128
BlurIterations = 2
[BlackMask = texName]
BloomIntensity = 1.0
SSAOSize = 512,256
StandardLuminance = 0.5
}
ShadowRender {
TextureSize = 512
Splits = 3
SplitWeight = 0.8
}
Actions {
File = actFile
actName_ {
BlendIn = 0
CyclicStart = 0
Flag = 0
Sound = soundFile
Extrapolation = Cyclic|Constant
[NextAction = actName]
}
}
Actors {
objName_ {
Action = actionName
}
}
Flares {
MaxFlaresRender = 10
Resources {
flare = flare.atlas
}
Instances{
ptFlare {
Frame = flare/c_1
Type = 0
}
}
}
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