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Overview
Animaze items such as avatars, props, and environments, are rendered using a complex shader (material), called The Animaze Shader. It is built modular, such that it can be customized to the needs of the rendered item. Every mesh has its own material that holds the configuration for the Animaze Shader and references to all textures bound to the mesh. Currently, a mesh Material can configure the Animaze Shader and it is the only way one can change the way an item is rendered.
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For better performance, you can group all the components that have the same material. In the picture above, grouped components share the same color.
Feature breakdown
Feature | Current support |
Shaded Surfaces | Supported (Blinn-Phong model) |
Glossy Surfaces (Specular) | Supported |
Transparent surfaces | Back to front simplified blending (alpha blending and alpha test discard methods) |
Translucent surfaces | limited (warp effect like glass not supported) |
Cel shading (lighting) | Supported |
Cel shading (object outline) | Supported |
Normal mapping | Supported |
Fur surfaces | Supported |
Environment mapping (skybox reflections) | Supported |
Shadows | Supported, shadow mapped from first light in the scene. |
Animated textures | Supported |
Animated alpha noise | Supported. Custom method. |
Color Tint | Supported |
Vertex Color only surfaces | Supported |
SSAO or any real-time Ambient Occlusion method | Not supported yet. |
Numbers of lights computed | 4 |
Animation driven normals and/or diffuse | Limited* with Live2D technology |
Realtime reflections | Not supported yet |
Dedicated hair shading | Not supported yet |
Depth test / Depth write control | Supported |
Material Components
Animaze uses a component system for the Animaze Shader, each component adds a feature to the item shading, e.g. Environment Mapping component adds the skybox reflection to the surface rendering. Some of the material components need extra info in the form of float values (e.g. fur length for the Fur component), geometric info (e.g. normals) or texture maps (RGB/RGBA/Grayscale textures).
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Note |
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Warning! There are currently two main restriction regarding Materials in Animaze:
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List of Material Components
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Render Queues
Animaze materials can control the rendered surfaces' render queues. The basic concept is that we need to have a distinction between opaque surfaces and transparent ones, as the transparent ones need to modulate the color of the previously rendered surfaces (the opaque ones). Having render queues brings more control to how the meshes are displayed.
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