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GDShaderInclude Colors<>():GDShaderInclude
GDShaderInclude Textures<>():GDShaderInclude
GDShaderInclude Math<>():GDShaderInclude
GDShaderInclude Cameras<>():GDShaderInclude
bool enabled<>():bool
vec4 albedo<>():vec4
sampler2D texture_albedo<>():sampler2D
vec3 hslOffset<>():vec3
sampler2D texture_blend<>():sampler2D
float blendAmount<>():float
float naturalColors<>():float
sampler2D texture_opacity<>():sampler2D
float opacity<>():float
float opacityGamma<>():float
float opacityFarScale<>():float
float opacityBlur<>():float
float opacityBlurFarScale<>():float
float opacityFarStart<>():float
float opacityFarRange<>():float
float opacityFarPower<>():float
float extending<>():float
float alphaScissorTreshold<>():float
float alphaDiscardTreshold<>():float
sampler2D rootMap<>():sampler2D
sampler2D flowMap<>():sampler2D
sampler2D idMap<>():sampler2D
float diffuseStrength<>():float
float vertexColorStrength<>():float
vec4 vertexGreyToColor<>():vec4
bool activateHairColor<>():bool
float baseColorMapStrength<>():float
vec4 strandRootColor<>():vec4
float strandRootStrength<>():float
vec4 strandEndColor<>():vec4
float strandEndStrength<>():float
float strandGamma<>():float
float maximumHighlightAmount<>():float
float highlightFadeOutStart<>():float
float highlightFadeOutEnd<>():float
float highlightFadeOutPower<>():float
float highlightFadeOutAmount<>():float
vec4 highlightAColor<>():vec4
float highlightAStrength<>():float
vec3 highlightARange<>():vec3
float highlightAOverlapEnd<>():float
float highlightAInvert<>():float
vec4 highlightBColor<>():vec4
float highlightBStrength<>():float
vec3 highlightBRange<>():vec3
float highlightBOverlapEnd<>():float
float highlightBInvert<>():float
float roughness<>():float
float roughnessOffset<>():float
sampler2D texture_roughness<>():sampler2D
float metallic<>():float
float metallicOffset<>():float
sampler2D texture_metallic<>():sampler2D
float specular<>():float
float specularOpacityAmount<>():float
float specularOpacityGamma<>():float
float anisotropy_ratio<>():float
sampler2D texture_emission<>():sampler2D
vec4 emission<>():vec4
float emission_energy<>():float
vec4 backlight<>():vec4
float albedoToBacklightAmount<>():float
sampler2D texture_backlight<>():sampler2D
float subsurface_scattering_strength<>():float
sampler2D texture_ambient_occlusion<>():sampler2D
float ao_light_affect<>():float
float ambientOcclusion<>():float
float aoGamma<>():float
float rootOcclusionAmount<>():float
float rootOcclusionRange<>():float
float endOcclusionAmount<>():float
float endOcclusionRange<>():float
float rootBasedOcclusion<>():float
float fadeAmount<>():float
float shadowBlur<>():float
float shadowOpacity<>():float
float computeCameraFadeout<>( float cameraDistance=, cameraDistance:float=, float close=, close:float=, float range=, range:float=, float power=, power:float=, float closeValue=, closeValue:float=, float farValue=, farValue:float=, ):float
float computeHighlightCameraFadeout<>( float cameraDistance=, cameraDistance:float=, float fadeStart=, fadeStart:float=, float fadeEnd=, fadeEnd:float=, float power=, power:float=, float fadeOut=, fadeOut:float=, ):float
void vertex<>():void
void fragment<>():void



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