rem..om 384f4ac1c2 Lighting and Shadows (PSSM only) :
- re introduced the alphaDiscardThreshold as explained in prvious commit. It's not binded to the AlphaTestFallOff fixedfunc binding
- Added a small poly offset to post shadow technique, this greatly help in fixing shadow acne.
- Added Poisson disc sampling PCF Filtering for shadows
- Properly passed the shadow map size as a define in the shaders and remove the hardcoded value
- Pssm15 don't use the textureSize function anymore and use the same shadow map size define ( this increased performance quite a bit)
- Optimized the shaders code a bit
- Better PSSM test

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9750 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
2012-09-18 21:37:11 +00:00

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Material Leaves : Common/MatDefs/Light/Lighting.j3md {
Transparent On
MaterialParameters {
DiffuseMap : Models/Tree/Leaves.png
UseAlpha : true
AlphaDiscardThreshold : 0.5
UseMaterialColors : true
Ambient : .5 .5 .5 .5
Diffuse : 0.7 0.7 0.7 1
Specular : 0 0 0 1
Shininess : 16
}
AdditionalRenderState {
Blend Alpha
AlphaTestFalloff 0.50
FaceCull Off
}
}