DarkTree Pearl Shader Version: 2.00 Modified: 05/02/2001 Author: Darkling Simulations // The Pearl Shader is good for lustrous perl-like surfaces. It is // also good for colorful insect wings and scarab beetles. 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 { Shader 1 : 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 : 0.602 Light1_Rotate : 0.85 Light2_Color : 255, 255, 255 Light2_Rise : 0.29 Light2_Rotate : 0.15 Surface_Color : Link_To 5 | Color Diffuse_Level : Link_To 0 | Diffuse Level Diffuse_Function : Link_To 2 | Percent Luminosity : Link_To 0 | Self-Illumination Specular_Level : Link_To 0 | Specular Level Specular_Function : 0.5 Glossiness : Link_To 0 | Glossiness Metal_Highlight : Link_To 0 | Metal Anisotropy : 0 Anisotropic_Direction : 0 Reflectivity : Link_To 0 | Reflectivity Environment : 180, 180, 240 Transparency : Link_To 0 | Transparency 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 } Generator 2 : Sine_Wave Function { DarkData: 1, 0, 200 Common: Input : 0 Frequency : 1 Amplitude : Link_To 6 | Percent Phase_Amount : 0 Phase_Min : 0 Phase_Max : 1 Shift : Link_To 3 | Percent Upper_Clamp : 1 Lower_Clamp : 0 Invert : FALSE Reverse : FALSE } Generator 3 : Linear Function { DarkData: 2, 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 } External 4 : Incident 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 : 0.5 Pitch : 0 Heading : 0 Percent: Edge : Link_To 7 | Percent Facing : 0.5 } Process 5 : Hue_Rotate Color { DarkData: 1, -1, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Invert : FALSE Amount : Link_To 4 | Percent Color: Background : Link_To 0 | Surface Color } Generator 6 : Linear Function { DarkData: 2, 1, 200 Common: Input : 0 Frequency : 0.57 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 } Process 7 : Composite Percent { DarkData: 3, -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 | Color Shift Invert : TRUE Percent: Percent_A : 0 Percent_B : 0.5 } } Trigger_Bank: 1, 1 Tweaker { Tweak : IF_COLOR Tweak : Surface Color Tweak : 63, 146, 237 Tweak : IF_PERCENT Tweak : Color Shift Tweak : 0.3 Tweak : IF_PERCENT Tweak : Diffuse Level Tweak : 1 Tweak : IF_PERCENT Tweak : Specular Level Tweak : 0.6 Tweak : IF_PERCENT Tweak : Glossiness Tweak : 0.8 Tweak : IF_PERCENT Tweak : Metal Tweak : 0 Tweak : IF_PERCENT Tweak : Reflectivity Tweak : 0.27 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 }