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Wanderer Hat Shader Configuration

This document contains shader code and resource references for rendering a wanderer hat in a game. It defines shader programs and textures used for reflection, outlines, and transparency. Sections include constants, shader code, texture overrides, command lists, and resource definitions.

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0% found this document useful (0 votes)
73 views3 pages

Wanderer Hat Shader Configuration

This document contains shader code and resource references for rendering a wanderer hat in a game. It defines shader programs and textures used for reflection, outlines, and transparency. Sections include constants, shader code, texture overrides, command lists, and resource definitions.

Uploaded by

gamer05cuent
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd

; WandererHat

[ResourceRefWandererHatHeadDiffuse]
[ResourceRefWandererHatHeadLightMap]

; Constants -------------------------

[Constants]
global $reflection

[Present]
post $reflection = 0

; Shader ------------------------------

[ShaderRegexCharReflection]
shader_model = ps_5_0
run = CommandListReflectionTexture
[ShaderRegexCharReflection.pattern]
discard_n\w+ r\d\.\w+\n
lt r\d\.\w+, l\(0\.010000\), r\d\.\w+\n
and r\d\.\w+, r\d\.\w+, r\d\.\w+\n
; Overrides -------------------------

[TextureOverrideWandererHatPosition]
hash = d74251a0
vb0 = ResourceWandererHatPosition

[TextureOverrideWandererHatBlend]
hash = 9ea4c014
vb1 = ResourceWandererHatBlend
handling = skip
draw = 5379,0

[TextureOverrideWandererHatTexcoord]
hash = 9881a0d4
vb1 = ResourceWandererHatTexcoord

[TextureOverrideWandererHatVertexLimitRaise]
hash = e9bf37f1

[TextureOverrideWandererHatIB]
hash = 99be9547
handling = skip
drawindexed = auto

[TextureOverrideWandererHatHead]
hash = 99be9547
match_first_index = 0
ib = ResourceWandererHatHeadIB
ps-t0 = ResourceWandererHatHeadNormalMap
ps-t1 = ResourceWandererHatHeadDiffuse
ps-t2 = ResourceWandererHatHeadLightMap
ResourceRefWandererHatHeadDiffuse = reference ps-t1
ResourceRefWandererHatHeadLightMap = reference ps-t2
$reflection = 1
ps-t69 = ResourceWandererTransparencyMask
run = CommandList\TexFx\Transparency.0
; CommandList -----------------------

[CommandListReflectionTexture]
if $reflection > 0 && $reflection <= 3
if $reflection == 1
ps-t0 = copy ResourceRefWandererHatHeadDiffuse
ps-t1 = copy ResourceRefWandererHatHeadLightMap
endif
drawindexed=auto
$reflection = 0
endif

[CommandListOutline]
if $reflection > 0 && $reflection <= 3
if $reflection == 1
ps-t1 = copy ResourceRefWandererHatHeadDiffuse
ps-t2 = copy ResourceRefWandererHatHeadLightMap
endif
drawindexed=auto
$reflection = 0
endif

; Resources -------------------------

[ResourceWandererHatPosition]
type = Buffer
stride = 40
filename = WandererHatPosition.buf

[ResourceWandererHatBlend]
type = Buffer
stride = 32
filename = WandererHatBlend.buf

[ResourceWandererHatTexcoord]
type = Buffer
stride = 12
filename = WandererHatTexcoord.buf

[ResourceWandererHatHeadIB]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = WandererHatHead.ib

[ResourceWandererHatHeadNormalMap]
filename = WandererHatHeadNormalMap.dds

[ResourceWandererHatHeadDiffuse]
filename = WandererHatHeadDiffuse.dds

[ResourceWandererHatHeadLightMap]
filename = WandererHatHeadLightMap.dds

[ResourceWandererTransparencyMask]
filename = WandererHatHeadTransparencyMask.dds

; For fixing green reflections and broken outlines colors on 3.0+ characters
; .ini generated by GIMI (Genshin-Impact-Model-Importer)
; If you have any issues or find any bugs, please open a ticket at
https://github.com/SilentNightSound/GI-Model-Importer/issues or contact
SilentNightSound#7430 on discord

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