JD2022-TU1/data/World/ui/materials/machine_battery_body_in.msh

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params =
{
NAME = "GFXMaterialShader_Template",
GFXMaterialShader_Template =
{
blendmode = GFX_BlendMode.ALPHA, -- Final Blend
materialtype = GFX_MatType.MULTI_TEXTURE, -- Don't change this
Layer1 =
{
MaterialLayer =
{
Enabled = TRUE, -- No effect at the moment for the layer 1 leave it to true for when it will be implemented
TexAdressingModeU = GFX_TexAddressMode.WRAP,
TexAdressingModeV = GFX_TexAddressMode.MIRROR,
DiffuseColor = "0xff0d5677", -- (ARGB)
TextureUsage = GFX_TextureUsage.ENTIRE_TEXTURE, --Texture usage : alpha channel selection / take the entire texture / or don't take the texture
UVModifiers =
{
-- All this values are the default one
{
UVModifier =
{
Rotation = 0,
AnimRotation = FALSE,
ScaleV = 5,
TranslationU = 0,
TranslationV = 2,
AnimTranslationU = FALSE,
AnimTranslationV = TRUE,
},
},
},
},
},
BlendLayer2 = GFX_BlendMode.ADDALPHA,
Layer2 =
{
MaterialLayer =
{
Enabled = TRUE,
TexAdressingModeU = GFX_TexAddressMode.MIRROR,
TexAdressingModeV = GFX_TexAddressMode.MIRROR,
Filtering = FALSE,
DiffuseColor = "0x32ffffff",
TextureUsage = GFX_TextureUsage.ALPHA_IS_RED,
UVModifiers =
{
{
UVModifier =
{
Rotation = 0,
AnimRotation = FALSE,
ScaleU = 2,
ScaleV = 2,
TranslationU = 20,
TranslationV = 20,
AnimTranslationU = TRUE,
AnimTranslationV = TRUE,
},
},
},
},
},
BlendLayer3 = GFX_BlendMode.ALPHA,
Layer3 =
{
MaterialLayer =
{
Enabled = TRUE,
TexAdressingModeU = GFX_TexAddressMode.MIRROR,
TexAdressingModeV = GFX_TexAddressMode.MIRROR,
DiffuseColor = "0x80000000",
TextureUsage = GFX_TextureUsage.ALPHA_IS_GREEN,
UVModifiers =
{
{
UVModifier =
{
Rotation = 1.57079637,
AnimRotation = FALSE,
TranslationU = 20,
TranslationV = 0,
AnimTranslationU = TRUE,
AnimTranslationV = FALSE,
},
},
},
},
},
},
}