DarkTree Satin Shader Version: 2.00 Modified: 05/03/2001 Author: Darkling Simulations // This shader produces satin quality shading for silk and rich // wood surfaces. 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 : 0.612 Light1_Rotate : 0.85 Light2_Color : 255, 249, 249 Light2_Rise : 0.404 Light2_Rotate : 0.273 Surface_Color : Link_To 0 | Surface Color Diffuse_Level : Link_To 0 | Diffuse Level Diffuse_Function : Link_To 2 | Percent Luminosity : Link_To 0 | Self-Illumination Specular_Level : Link_To 7 | Percent Specular_Function : 0.5 Glossiness : 0.035 Metal_Highlight : 1 Anisotropy : 0 Anisotropic_Direction : 0 Reflectivity : Link_To 4 | Percent Environment : 180, 180, 240 Transparency : 0 Refraction : 1.5 Clear_Coat_Level : Link_To 0 | Specular Level Clear_Coat_Glossiness : Link_To 0 | Glossiness Clear_Coat_Thickness : 0 Clear_Coat_Smoothing : 0 Surface_Bump : 0 Alpha : 1 } Generator 2 : Bias Function { DarkData: 1, 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 3 | Percent } Process 3 : Composite 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: Blend_Function : 0.5 Mask : Link_To 0 | Satin Invert : TRUE Percent: Percent_A : 0 Percent_B : 0.25 } External 4 : Incident 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 Pitch : 0 Heading : 0 Percent: Edge : Link_To 5 | Percent Facing : Link_To 6 | Percent } Process 5 : 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 | Reflectivity Invert : FALSE Percent: Percent_A : 0 Percent_B : 1 } Process 6 : Composite 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 Mask : Link_To 0 | Reflectivity Invert : FALSE Percent: Percent_A : 0 Percent_B : 0.2 } Process 7 : 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 0 | Diffuse Level Invert : FALSE Percent: Percent_A : 0 Percent_B : 0.4 } } Trigger_Bank: 1, 1 Tweaker { Tweak : IF_COLOR Tweak : Surface Color Tweak : 63, 146, 237 Tweak : IF_PERCENT Tweak : Satin Tweak : 0.6 Tweak : IF_PERCENT Tweak : Diffuse Level Tweak : 0.9 Tweak : IF_PERCENT Tweak : Specular Level Tweak : 0 Tweak : IF_PERCENT Tweak : Glossiness Tweak : 0.175 Tweak : IF_PERCENT Tweak : Reflectivity Tweak : 0 Tweak : IF_PERCENT Tweak : Self-Illumination Tweak : 0 }