DarkTree Dust Shader Version: 2.00 Modified: 04/30/2001 Author: Darkling Simulations // The Dust Shader gives you a simple shader that automatically // dusts the top of an object. This shader must be aligned with // your object so the dust apears on top. Pref_Map: Spherical Rep_Frame: 1 Type: Shaded Source: SHADER Aspect_Width: 10 Aspect_Height: 10 Scale: 1 Unit_Scale: Meters Heading: 0 Pitch: 0 { Process 1 : Composite Percent { DarkData: 1, -3, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Blend_Function : 0.5 Mask : Link_To 17 | Percent Invert : FALSE Percent: Percent_A : Link_To 0 | Self-Illumination Percent_B : 0 } Shader 2 : DarkTree_Shader Color { DarkData: 0, 0, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Color: Light1_Color : 255, 255, 255 Light1_Rise : 0.655 Light1_Rotate : 0.79 Light2_Color : 255, 255, 255 Light2_Rise : 0 Light2_Rotate : 0.102 Surface_Color : Link_To 4 | Color Diffuse_Level : Link_To 0 | Diffuse Level Diffuse_Function : 0.5 Luminosity : Link_To 1 | Percent Specular_Level : Link_To 5 | Percent Specular_Function : 0.5 Glossiness : Link_To 0 | Glossiness Metal_Highlight : Link_To 0 | Metal Anisotropy : 0 Anisotropic_Direction : 0 Reflectivity : Link_To 16 | Percent Environment : 180, 180, 240 Transparency : Link_To 15 | Percent Refraction : Link_To 0 | Index Of Refraction Clear_Coat_Level : 0 Clear_Coat_Glossiness : 0.4 Clear_Coat_Thickness : 0 Clear_Coat_Smoothing : 0 Surface_Bump : 0 Alpha : 1 } External 3 : Surface_Up Percent { DarkData: 3, 0, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Blend_Function : Link_To 8 | Percent Pitch : 0 Heading : 0 Percent: Up : Link_To 7 | Percent Down : 0 } Process 4 : Composite Color { DarkData: 1, 0, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Blend_Function : 0.5 Mask : Link_To 17 | Percent Invert : FALSE Color: Color_A : Link_To 0 | Surface Color Color_B : Link_To 0 | Dust Color } Process 5 : Composite Percent { DarkData: 1, 1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Blend_Function : 0.5 Mask : Link_To 6 | Percent Invert : FALSE Percent: Percent_A : Link_To 0 | Specular Level Percent_B : 0 } External 6 : Surface_Up Percent { DarkData: 2, 1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Blend_Function : Link_To 11 | Percent Pitch : 0 Heading : 0 Percent: Up : 1 Down : 0 } Noise 7 : Fractal Percent { DarkData: 5, -1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Roughness : 0.8 Lacunarity : 0.7 Lacunarity_Lock : TRUE Strata_Function : 0 Blend_Function : Link_To 14 | Percent Brightness : 0.509 Contrast : 0.5 Input_Seed : 172 Percent: Low : 0.3 High : 1 } Generator 8 : S_Curve Function { DarkData: 4, 0, 200 Common: Input : Link_To 9 | Percent Frequency : 1 Amplitude : 0.5 Phase_Amount : 0 Phase_Min : 0 Phase_Max : 1 Shift : 0.5 Upper_Clamp : 1 Lower_Clamp : 0 Invert : FALSE Reverse : FALSE Generator: Repeat_Flag : FALSE } Generator 9 : Bias Function { DarkData: 5, 0, 200 Common: Input : 0 Frequency : 1 Amplitude : 0.5 Phase_Amount : 0 Phase_Min : 0 Phase_Max : 1 Shift : 0.5 Upper_Clamp : 1 Lower_Clamp : 0 Invert : FALSE Reverse : FALSE Generator: Repeat_Flag : FALSE Bias : Link_To 10 | Percent } Process 10 : Composite Percent { DarkData: 6, 0, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Blend_Function : 0.5 Mask : Link_To 0 | Dust Edge Invert : FALSE Percent: Percent_A : 0 Percent_B : 0.6 } Generator 11 : S_Curve Function { DarkData: 3, 1, 200 Common: Input : Link_To 12 | Percent Frequency : 1 Amplitude : 0.5 Phase_Amount : 0 Phase_Min : 0 Phase_Max : 1 Shift : 0.5 Upper_Clamp : 1 Lower_Clamp : 0 Invert : FALSE Reverse : FALSE Generator: Repeat_Flag : FALSE } Generator 12 : Bias Function { DarkData: 4, 1, 200 Common: Input : 0 Frequency : 1 Amplitude : 0.5 Phase_Amount : 0 Phase_Min : 0 Phase_Max : 1 Shift : 0.5 Upper_Clamp : 1 Lower_Clamp : 0 Invert : FALSE Reverse : FALSE Generator: Repeat_Flag : FALSE Bias : Link_To 13 | Percent } Process 13 : Composite Percent { DarkData: 5, 1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Blend_Function : 0.5 Mask : Link_To 0 | Dust Edge Invert : FALSE Percent: Percent_A : 0.2 Percent_B : 0.8 } Generator 14 : S_Curve Function { DarkData: 6, -1, 200 Common: Input : 0 Frequency : 1 Amplitude : Link_To 0 | Dust Noise Phase_Amount : 0 Phase_Min : 0 Phase_Max : 1 Shift : Link_To 0 | Dust Thickness Upper_Clamp : 1 Lower_Clamp : 0 Invert : FALSE Reverse : FALSE Generator: Repeat_Flag : FALSE } Process 15 : Composite Percent { DarkData: 1, -1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Blend_Function : 0.5 Mask : Link_To 17 | Percent Invert : FALSE Percent: Percent_A : Link_To 0 | Transparency Percent_B : 0 } Process 16 : Composite Percent { DarkData: 1, -2, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Blend_Function : 0.5 Mask : Link_To 17 | Percent Invert : FALSE Percent: Percent_A : Link_To 0 | Reflectivity Percent_B : 0 } External 17 : Cache Percent { DarkData: 2, 0, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Percent: Background : Link_To 3 | Percent } } Trigger_Bank: 1, 1 Tweaker { Tweak : IF_COLOR Tweak : Surface Color Tweak : 63, 146, 237 Tweak : IF_COLOR Tweak : Dust Color Tweak : 203, 194, 194 Tweak : IF_PERCENT Tweak : Dust Edge Tweak : 0.5 Tweak : IF_PERCENT Tweak : Dust Thickness Tweak : 0.5 Tweak : IF_PERCENT Tweak : Dust Noise Tweak : 0.5 Tweak : IF_PERCENT Tweak : Diffuse Level Tweak : 1 Tweak : IF_PERCENT Tweak : Specular Level Tweak : 0.05 Tweak : IF_PERCENT Tweak : Glossiness Tweak : 0.2 Tweak : IF_PERCENT Tweak : Metal Tweak : 0 Tweak : IF_PERCENT Tweak : Reflectivity Tweak : 0 Tweak : IF_PERCENT Tweak : Transparency Tweak : 0 Tweak : IF_BUMP Tweak : Index Of Refraction Tweak : 1.5 Tweak : IF_PERCENT Tweak : Self-Illumination Tweak : 0 }