entSkin1 ... entSkin4
The current entity or surface textures,
to be used in effect samplers.
Type:
texture (shader code)
Remarks:
-
For flat-shaded blocks and non-lightmapped models or terrain, entSkin1 is the basic texture,
and entSkin2..entSkin4 are additional textures that are contained in the model but not directly assigned to the mesh, such as a detail texture, normal map, height map, or specular map. The meaning of those additional skins depends on the shader.
-
For lightmapped blocks, models, or terrain, entSkin1 is the basic texture, entSkin2 is the lightmap (mapped with the second UV coordinate set), and entSkin3..entSkin4 are additional textures as above. In level blocks, textures ending with "_n" or "_nm" are used for a normal map and assigned to entSkin3 (see level textures). Shaders can use a different technique dependent on whether entSkin2 is a lightmap or not.
- Sprites
use only entSkin1.
- If a skin does not exist, it is replaced
by the corresponding material skin from mtlSkin2
... mtlSkin4.
- A7.6
entSkin3 is set to additional entity skins on repeated passes (pass name ending with "_i").
Example (shader code):
texture entSkin1;
sampler sBaseTex = sampler_state {
Texture = <entSkin1>;
MipFilter = Linear;
MinFilter = Linear;
MagFilter = Linear;
AddressU = Wrap;
Addressv = Wrap;
};
See also:
MATERIAL, shaders, shader
parameters,
MED Skin Manager,
lightmap
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